Here's a short code snippet that allows you to fetch the current user's icon/avatar gfx via podnet (in picotron). returns the gfx blob, or nil if it couldn't be fetched or the user is not signed in. You'll notice that if you go to podnet:// in filenav, the folders have the icons of the corresponding user, which is the basis of this function.
function get_icon()
if stat(64) then
local meta=fetch_metadata("podnet://"..(stat(64)))
if meta and meta.icon then
return meta.icon
end
end
end |

A tiny scoresub multiplayer game in 500 chars!
Controls
- Ctrl-R to begin game (needs a warm launch to setup)
- Left/Right to move
- Get inside the white box or be smushed!
- Your longest run will be shown in other players' games
q=""x=49
r=39
w=25
f=1
window{width=98,height=50}s=scoresub("_a6",1)srand(stat(91))::_::p=btn()x+=p\2%2-p%2
if(d)w=rnd(98-r)r-=1
d=f%20==0
cls()rect(w,9,w+r,46,7)for i=1,#s do
m=s[i]if(m.user_id==stat(64))b,m.extra,m.x=m,"",x?"♥",x-4,0,m.c
y=m.extra[f]and ord(m.extra[f])or m.x or x
m.x=y
m.f=m.f or 0
if d and(y<w or y>w+r)then
[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=190288#p) |
Fortrebosque is a Castlevania fan game made in Pico8.
The game is small, but open-ended. There's 3 bosses and 3 sub-weapons to find in an interconnected castle.
Simon and his whip/chain/flail thing!
Use sub-weapons to defeat tricky enemy formations!
Fight Dracula!
Tips:
- Subweapons use MP, which refills whenever you move to a new room. So use your subweapons as much as you can!
- You can make permanent progress in the castle even if you die! Here's what persists between deaths:
- You keep any sub weapons you picked up.

I wanted to create a tiny .lua file to use in your projects to save the map to .png, not unlike PICO-8's export function.
HOW TO USE:
- add this function to your project
- call it with save_map_as_png(map_data,save_path,cls_color,custom_tile_size) where map_data is your map as userdata, save_path is your destination (defaults to /desktop/map_export.png)cls_color is a custom background color(defaults to 0) and custom_tile_size is your custom tileset resolution(defaults to 16)
- draws the layers back to front, just like the vanilla map editor
function save_map_as_png(map_data,save_path,cls_color,custom_tile_size)
local this_data=map_data[1].bmp
local nr_of_layers=#map_data
local map_spr=userdata("u8",this_data:width()*(custom_tile_size or 16),this_data:height()*(custom_tile_size or 16))
set_draw_target(map_spr)
cls(cls_color or 0)
for i=nr_of_layers,1,-1 do
map(map_data
[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=190271#p) |
This is my first published Pico8 game. I really hope you like it!
Controls
- Arrow keys to move around.
Xbutton to Shoot. Player will always target closest mob.- When you shoot, a skill check bar will show up, press X again to stop the moving bar on the grey or gold areas to land a hit or a critical hit.
Rules
This is a turn-based minimalist roguelike game. Mobs will only move if you move or shoot.
Skill check difficulty scales with mob distance, so getting closer to mobs will make it easier to land a hit but they will also be able to hit you as well if they get too close.

A puzzling adventure through strange lands.
You can also play this on itch.io here!
Controls
Menus:
Arrows: Change Selection
Z: Confirm
X: Cancel
General Gameplay:
Arrows: Move
Z (Hold): Inspect
X (Tap): Use Current Item
X (Hold): Change Item
Using Items:
Arrows: Directions
X (Tap): Close or Confirm
X (Hold) Change Item
You can quickly leave many areas from the pause menu.
About

After a hiatus of 4+ years following my last full cart release, I finally have returned with a new PICO-8 game!

Just released cart based on a recent numberphile video.
The cart generates cool images based on original settings and pixel read/write.
https://www.lexaloffle.com/bbs/?tid=157045
Because every pixel counts for the final image, I used the pause menu and menuitem for the parameter input interface... And spent much more time on that than on the rest of the code.
Retrospectively, I should have done the computations on the sprite sheet instead of directly on screen.
Because generating an image takes a few seconds and I didn't want to deal with lag, coroutines, or CPU monitoring, I used imperative coding instead of the usual _init _draw _update event way of coding.
That made the image generation part much simpler, but completely messed up the pause menu :
the items where properly shown, but the associated functions were never called.
Turns out that pico-8 was waiting for a call to flip() that never came before launching the pause menu functions. I added a few calls to flip(), but strange things were happening if multiple pauses and calls occurred between two calls of flip().
Pico-8 implementation of the leapers on a spiral discovered by Jonas Karlson and mentioned in the two following numberphile videos :
https://www.youtube.com/watch?v=UiX4CFIiegM
https://www.youtube.com/watch?v=VgmDuBCayPw
Choose your own (up to 5) leaper pieces and share your own discoveries.
Grab your cycle and enter the grid to compete in a fast-paced, last-man-standing match with up to four players. Compete against your friends or the computer to see who can get the win by closing off their opponents' only way out with their trails.
This is my first PICO-8 game. I got inspired to create a light-cycle-like game when reading up on nerdyteachers' color detection course and seeing a mock-up of a light-cycle game being used as an example. Most of my time was spent on making the logic for the COMs, since I wanted my game to be playable alone. They could still be improved, as currently they only try to avoid dead ends and dodge collisions. Also, for finer grids their pathfinding becomes to expensive, so I have to strike a balance between slowdowns and the COMs not being able to see very far. So for the gridless setting it is best play with your friends. I may revisit this project in the future. but I hope it is fun nonetheless.






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