This is a falling block style puzzle game.
Controls
- Press the left or right keys to move horizontally in that direction, you can also hold the direction to move rapidly.
- Press the down key to move down. If you try to move down and the bottom of a block is touching something the blocks will be placed.
- Press up to fast drop the blocks, this does not immediately place the blocks.
- Press circle/Z to swap the colors of the block horizontally.
- If you have a 2x2 block you can swap the colors vertically by pressing the X key.
- Pressing and holding circle/Z and X will let you end the current game early.
How to play
I've been making good progress with Angie's Adventures. I learned how to do positioned text that stays in one place and how to display a score counter that stays in the corner of the screen. Plus I implemented a score mechanic when Angie finds her toys. I had fun making a little catnip banana sprite. The other toy is a spring, not sure if that's visually clear or not.
I think the last thing I'm going to add is a sprite of Mark, her owner, at the end of the level. Then I want to figure out how to play a cutscene, so when she collides with Mark, it starts playing a little scene where he picks her up and snuggles her and then the game ends. Not sure how that's going to work, but surely it can be done.
Anyway, here's my progress
After searching futilely for several days to try to find a way to interpolate in Picotron, I finally figured out how to use Bezier curves to accomplish what I was trying to do. This cartridge includes a bezier function, as well as a few demos giving some examples of how you could use it.
This cart specifically is geared towards handling cubic bezier curves, which are sets of four control points.
It is by no means optimized, and I haven't commented the code very well, but I think it's pretty easy to understand.
Included in the cart is a bezier_illus function, added for the sole purpose of visualization inside the demo. I do not recommend using it if you don't need to visualize it; it's much clunkier than the first one.

Presently, filenav fetches icons for files first from the file's own pod metadata, but then falls back entirely to an internal list of sprites on its own gfx sheet.
May we have an optional "/appdata/system/mimetypes.pod" configuration or similar, which is a key-value list of file exts to icon userdata? Or include that as part of the system theme or default_app? That would act as a middle step between file-specific icons and "hardcoded" system icons.
Because I'm working with a lot of custom file formats that either use the same pod icon, generic paper icon, or have an individual copy of their type-specific icon for every single file produced by the tool (eg. OkPAL)... Would be nicer to be able to say "okay, all .font files use this custom font icon, all the .list files use this bullet point list icon," and so on with just system-wide configuration.
Or would you consider this a non-issue, because filenav itself can be replaced, and hundreds of files carrying individual copies of the same icon is still barely a couple of kilobytes and only a pain if you'd like to change them all at once later? Heh.

Build a PICO-8 platformer in under 5 minutes
Drop in a sprite sheet, set your animations, and generate a fully playable platformer instantly.
Made for quickly prototyping platformers without writing boilerplate code.
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Suggestions for updates are welcome!
Post a GIF of the character you made!
===>Pro Sprite Tips<===
How to use
- Create your character (name + animations)
- Click Copy
- Open a new PICO-8 cart
- Paste (CTRL+V)
- Add your sprites to the sprite sheet
- Press ▶️ and play
Sprite sheet

Note that Pico Pico is referred to as ピコピコ here, and Pico-8 as ピコ8, as a Japanese-style shorthand 😂
Where did the name PICO-8 come from?
It came from the Japanese phrase ピコピコ, which is an onomatopoeia for retro audio (commonly used to say "retro/lo-fi")
Writing ピコピコ in ピコ8
@zep added the entire Japanese glyphset to ピコ8, which makes sense due to the language including the naming basis for the console.
Steps to type ピコピコ / ピコ8
- ピコピコ
-- [Ctrl+K] for Katakana (カタカナ)
-- Type this: [PICO] ( ピコ )
Probably maintenance, worth a report anyhow!
More importantly:
Having filenav open for a while and tabbing out then back in absolutely jumbled my theme:
Moments later, after tabbing out and back in again, it was fixed:
* Edit: It did it again! Only this time is didn't magically fix itself while I was looking away. I'll save the log just in case.

I wanted to compare and benchmark my 2 game object management systems. One's a componsitional OOP system, whereas the other one is designed to be a SoA-style ECS system. I was pretty sure that the ECS version was going to perform better, but I wasn't completely sure because of PICO-8's weird performance behaviour, hence the benchmark. The two carts are handling basically the exact same scene/scenario, just using the two different systems, so hopefully, it gives a relatively accurate performance comparison. From what I can tell the ECS system does perform notably better with this particular benchmark though the token hit is pretty big e.g. OOP carts tokens:724, ECS carts tokens:1497.
Hello.
After a long journey you finally arrive at the Castle of Penrhyn, your quest for treasures and glory is about to start!
Explore the castle, fight enemies, grab some loot, and maybe you will reach your goal.
This is my second Pico8 game, a small "Zelda like" top down adventure, with a little bit of Darksoul inspiration (it's not a soul game though).
It started has a small POC project, and grow a little bit more than expected, the cart is now full (almost max token reach).
Hope you enjoy this adventure!
Controls
- Top/Right/Down/Left to move
- x to attack
- c(o) to dash or interact
Credits
- Various code taken from the tutorial and guide by





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