Full features:
Gameplay — 5 levels with increasingly complex obstacles: Level 2 has a horizontal wall, Level 3 adds a vertical one, Level 4 has a corner obstacle, and Level 5 is a full-fledged maze. The snake's speed increases with each level (10→8→7→6→5 frames/move).
Audio — Three sound effects: sfx_eat (ascending blip when eating), sfx_die (descending crunch when dying), sfx_lvl (4-note fanfare when leveling up). The background music loops differently for each level using a characteristically changing scale.
Gameboy Visuals — 4 Gameboy-style colors: #0f380f (black), #306230 (dark green), #8bac0f (light green), #9bbc0f (bright yellow-green). All art is from the code: cross-textured walls, snake with tracking eyes, animated food pulses, particles when eating, level transitions with progress bars.
Controls — Arrow keys (desktop) + swipe (mobile). Tap/press Z or Enter to start.
Prompt:
Create a multi-level snake game for pico-8 with sound, music, and art created from code. The color theme is gameboy. (Sonnet 4.6)
Update:
- add/fix background music.
Catch flies with chopsticks and drop them into the cup for points and time.
Avoid wasps — they sting!
Rare cockroaches appear for big rewards.
Classic and Endless modes included.
Local multiplayer supported.
Player 1
Move: Arrow Keys
Catch / Drop: Z, X, or M
Player 2
Move: E, S, D, F
Catch / Drop: Q, W, or TAB
Feedback is welcome!


I've been tidying up a BSP model and rasterisation library that has evolved over some previous projects, and fixing up the texture-mapping code. The result has started to turn into some sort of space sim prototype.
So far there's a space station and a small fleet of ships nearby that you can shoot at (but not destroy).
There's no real gameplay yet.
Some notes about the content pipeline:
- Models are created in Blender 3D, then exported in Wavefront obj format.
- A utility cart reads the obj file and builds a BSP tree for the model. It encodes the result in a compact format that can be serialized to a string, or written into cart data.

How are colons used? NOT the double colons ::_::
But just the single ones :
I'm looking at this guys code and he's doing this:
function get_shape()
local sc = {}
sc.x = 0
sc.y = 0
sc.col = colors[rand(1,#colors)]
sc.ori = 1
sc.sha = rand(1,#shapes)
function sc:check_collide()
for px in all(shapes
[self.sha][self.ori]) do
local x = px[1]+self.x
local y = px[2]+self.y
if x > fieldx or
x < 1 or
y > fieldy or
y < 1 or
f[x][y] != 1 then
return true
end
end
return false
end
function sc:move_shape_h(m)
self.x += m
if self:check_collide() then
self.x -= m
return false
end
return true
end
[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=187687#p) |

Throw on THREE!!
This is Japanese rock paper scissors. Instead of "Rock, paper, scissors, SHOOT" it goes "Jan, ken, PON." Throw on the third syllable instead of the fourth one.
I am planning to implement detailed visuals as well as the Acchi Muite Hoi (look away) minigame in a future release.
There is no goal yet, other than reaching the 500% maximum speed
controls:
SCISSORS
^
ROCK < > PAPER
PS: ignore the mind-reading abilities to the left of your screen, or don't ;)
So my friend Mark has this cat named Angie and she's just so precious. She's a female orange cat, which is pretty rare, and she's just cute as a button. So I decided to make a game with her as my protagonist. I'm mostly just posting this as a way to track my progress, but if you're reading this and you play the game and have any advice, please feel free to comment. I just started game development last week, so I like barely know what I'm doing (although to be fair I am a professional software engineer, so that helps).
Hello Picotronners!
I thought it'd be important to figure out how podnet should be used in cartridges; and some requests I'd like to make.
I'll start this out with the known limitations of podnet, being:
- 64MB total storage limit
- 1MB per cart (sandboxed/bbs)
- 256K max file size
First of all, according to someone, there was a discussion and made agreement on the use of /appshare as a storage location for cartridges in podnet, but I think this shouldn't be limited to just a few people deciding on it - especially if no one else knew about this standardisation.
I do agree that there should be a folder point like that for cartridge usage; I'm more leaning towards /appdata though - this could all change depending on how @zep allows sandboxed cartridges to store to podnet, since it'd be insecure to provide access to the full drive.
I would like to make the request that in the root of this location, for there to be a /temp folder; these will contain files that can be deleted at any point by a cleanup tool without damaging cartridges. For example, inuchat attachment files.

10 years ago, I released P.Craft, a tiny demake of minecraft/minicraft on Pico 8!
This is quite a rare milestone for me and I wanted to celebrate the tiny but dedicated speedrunning community that keeps this game alive with a special version!
M.Craft or Minit Craft: you die every minutes but your death is not definitive, you can gather back your belongings and hopefully manage to escape from the Island!
You can choose several options to adjust your experience from relatively doable to extremely hard, and even choose a seed if you want to race with a friend!


Anyway, thanks to everyone still doing things in the Pico 8 community, I hope for 10 more years of incredible tiny games!

Guide your artistic, bird-y missile through outer space to try to blow up an alien base!
If only you had checked the surrounding area for meteors...
Missile Master is a one-button arcade game. Dodge the meteors and cycle through the channels!
Enjoy the game, and post your best distance in the comments!
Thanks for playing!
Controls
...
ahem
X/Z/⬅/➡/⬆/⬇/click = move missile
Changelog
Version 1.0
- Published the game

Controls
z - Change between controling the laptop and the radio
x - Activate the current selection on the laptop or turn on/off the radio
Arrow Keys - Navigate through the laptop menus or change the current music on the radio
Overview
You have been tasked with taking care of a mysterious and very special flower. You have at your disposal various automated systems in order to help you take care of the flower until it blooms. Manage the sunlight, water and nutrients your flower receives, maintaining them at an ideal level; not to high, and not to low. Survive through challenging weather and see your flowers full potential!

I'm starting a platformer and I can't for the life of me get collision to work. I've looked at tutorials, I've looked at code, I've looked at the docs, I've looked at my code over and over again. I think I just need fresh eyes, what am I doing wrong?
She's supposed to collide with the floor, the bottom half of the couch, and the table.

Version 1.1.0
The Fuzzy Detective Agency will help you find files and folders in your Picotron system! Just type in parts of the path to the file you want to find, and they'll find it for you.
Note: To work, Fuzzy Detective Agency needs to be unsandboxed. To unsandbox it, load it from the command line using: `load #fuzzy_ageny -u` Or, if you've downloaded it, right click on the icon, click 'About fuzzy_ageny.p64.png', then uncheck the box in the bottom left. |
As part of my work on Strawberry Src I implemented a fuzzy picker, so I've quickly split it out to act as a picker for the filesystem.
The first time you run it, it'll take a couple of seconds to index all your files before you can use it, but on future runs it will use a cache and update that cache in the background.
This is my first game! (I'm not counting the godot tutorial I followed because that made me feel more like a monkey at a typewriter than a developer). I like Pico-8 because I can figure stuff out myself, it's not so complicated that I feel like I need to google a tutorial just to sneeze.
I didn't even know what I was going to make when I started this, the folder it lives in is named "TEST1" lol. But you can read my devlog over at itch.io if you want to know more about making it.
A couple of years ago I made an app called bebop that generates songs in different formats, including playable Pico-8 functions. I'm happy to say different people have used it in their game projects since.
I recently added a new feature! Picotron export! Now you can generate songs and import them into Picotron. I also added a base .sfx file with instruments that you can use or tweak.
Here's a jukebox of sample songs generated with bebop. I you like any of them for a project, feel free to grab them from the code.
This is not an AI tool, I just made my own musical algorithms to generate rhythms, melodies, song structures, and other musical elements, and I tuned them to produce cool songs.





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