LXO Pawns!
Generic podnet player pawns for shared public use across multiple games. The idea is that this editor uploads a bundle of your character sprites to podnet, then many different games can download and use it as a self-insert character for you, even during online play.
Status
Ready for integration tests.
How to use
Paste sprites in, change animations and directions with the dropdown menus, use Del to delete frames if needed. Use color 0 for transparent and 32 for black (will be shifted to fit game implementation as-needed), colors 33 and above are reserved for future expansion. (See roadmap below.)
The "Play" checkbox previews the animation, although the final animation length will be dependent on the game. Add more frames for faster animation.
If you want to allow anyone (all LXO accounts) to use your pawn, check the "Allow Public Use" checkbox. Otherwise it will only be published and selectable for yourself.

Heya
I'll be teaching a class on Pico-8 as an enrichment (should be starting Monday) and I was wondering if anyone could provide some clarity on the licensing.
Looking on the Pico 8 website, it says:
Use PICO-8 as a cosy, focused learning environment! Every copy of PICO-8 comes with a site-wide license for schools, workshops, public libraries, and similar educational spaces. It can be installed on any number of machines belonging to a single educational organisation using the standard DRM-free installation files, even when those machines are taken off-site (for example, student laptops issued by their school).
Would this mean I'd be able to use my copy of Pico-8 to install it temporarily during those enrichments on the school PCs?
Much appreciated ❤️

@zep
So, the PICO-8 console is pretty good, but i have one suggestion for the next version/patch/other of PICO-8.
Everyone knows about that custom font made via a poke to 0x5600. It's a powerful feature of PICO-8.
But, i feel like not everyone would like to use a weird, awkward, token-consuming, and character-consuming poke.
External setups do exist, and fix the main problem, but they raise a little issue for the vibe of PICO-8: they feel... uhh... too disconnected.
So, why not add a built-in editor for font to PICO-8?
@zep, you added editors to PICO-8 for many things:
Code, sprites, map, SFX, music.
Just like these things, especially sprites, why not add a font editor?
I was wondering if a similar lightweight editor could exist in PICO-8. Ideally, it would be similar to the sprite editor.
I have some ideas for this:
labeling each character image with its P8SCII character rather than a number.
aiming for simplicity
I even think I might sketch it out, but please don't take that as a promise.
Chase echoes...
Explore an interconnected world.
Find the source of the echoes.
Controls:
- left right arrows: Move
- x: Echo
- z and up: jump
Jumping with up can be disabled from options,
for a better experience on mobile
Ending:
Thanks:
Special thanks to my playtesters: aniseako, starfury, snowpardux and poetphin, meruE_m, 11lulu, manjimaru et al.
To ludum dare community for their helpful feedbacks
To mhughson for it's platformer demo code,
and to you for playing!
Speed running:
There is a speed run mode in settings (P). Feel free to post your best times!

Capitano Americano and the Averagers!
I humbly present my broken, unfinished Captain America and the Avengers demake
How to play:
Help the poor citizens survive the evil guys!
The playable character moves are most of the moves available to the ironguy in the original game
- Use the keys to move around
- Press
[○]to jump - Press
[x]to punch - If you press both: shoot a laser beam (while standing or at the highest point of a jump)
Comments:
Please let me know what you think!
Any feedback is welcome :)

Hunkmunculus Version 1.1
Made a new cartridge label in Aseprite using the pico8LabelExporter script courtesy of LtRandolph here
No actual visible code changes to the cart, but behind the scenes I'm working on getting the code split up a bit more via #includes so the logic for the puzzles can be expanded on and fixed.
There are a lot of mechanics I didn't get to cram into the cart for version 1.0, though there's plenty of space left for me to improve game feel and add more characters/puzzles. I was thinking of making a spinoff cart that would allow you to create your own levels too but that may never see the light of day.
Hunkmunculus Version 1.0

a big header? (does it show i dont know what im doing)
this is a distracted project i made in a class after getting inspired by my ti80.
i got alot of help from my teacher and sending them a link to a project would probably be easier than asking someone to figure out how p8 carts work so tadaaaa created an account and now im posting stuff... i should probably make this a seperate post but i wouldnt know, this is my first post
todo - make this... SO much more user friendly because right now the only way to change the function is to go into my code and change some lines, and also the way i did it makes it not super straight forward BUT ITS AN ATTEMPT
I'm currently working on the Celeste part of the Balloon mod and I'd like suggestion about how to color Madeline :
Balloon uses the standard pico-8 palette, except for color 15 that is replaced by a dark blue, mostly for water effects.
Because Madeline's skin uses color 15, she's blue (da be dee da be daaaa) at the moment.
On the screen shot, I could have set display palette entry 15 to 15 because there is no onscreen water, and on screens with water, there's always (I think) an unused color depending on her environment, but the unused color varies.
I could draw the screen, set 15 transparent, draw Madeline, scan every pixel of the screen to find an unused index, then add Madeline's sprite with draw entry 15 set to the unused color and draw palette entry number found unusused as 15, but that might take a lot of CPU (full read and handling of pixels one by one).
So I'm wondering if anyone has a better idea. (brown skin Madeline would require no extra code for example).

I've been working on a Seaside Drive / Star Waspir mashup (from UF50). My goal is to have one stage as a complete replica with the addition of the EGG bonus system to liven things up a bit. I might continue onto other stages...or I might try one endless mode (incorporating all enemies and bosses)
Wondering if anyone wants to have a crack at the music? We could try remaking seaside drive level one music although I think outrun music might be fun also.

Potenta - a pocket-sized tycoon game
The Who
Potenta is a planet in the clutches of an authoritarian regime, and you have been placed at the head of their mining operations. Your job is to bring order to the planet's critical resource excavation and elevate Potenta to its rightful place among the powerful and mighty.
The What
This is my first complete solo project and my first foray into programming, so have a shred of mercy in the critique :) I'd appreciate feedback on the pacing (per say) of the upgrades and the story. The intent was to rip on the failings of dictators but I may have walked the line between subtlety and bashing you over the head with it that it has settled into having zero message.

This is my first P8 game.
it is a simple puzzle game where the player tries to block a cat from escaping a grid by placing obstacles on tiles. Each move you place a barrier, and the cat automatically tries to find a way out. The goal is to completely surround the cat so it has no path to the edge of the board. It’s easy to learn but becomes challenging as the cat adapts and finds smarter escape routes.






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