About
I wanted a virtual pet to keep running on the top screen of my Anbernic RG DS, so I made one using Pico-8! There are some pets to discover, they can evolve under certain diets or training.
Features
- Feed your pet
- Play minigames
- Keep it healthy
- Train it for higher stats
- Evolve!
- Battle NPC pets!
- Customize your pet shell
- Dont let it die, please.
Have fun with your new virtual pet!
Edit: I made some changes, thanks for the feedback!
Changelog & Updates
v1.5
- Hat system + Hat Shop! Now your pet can wear hats. adorable :)
- Hats are just cosmetic items, they dont give any boost on anything.

A (sort-of) de-make of "Arrows - Puzzle Escape" by Lessmore GmbH.
description
Select arrows that can leave the grid without colliding into other arrows.
All levels are procedurally generated, so each play-through will be unique.
Health is refilled and increased after every 5 levels (until you get a little too far).
controls
- [Arrow Keys] move
- [X] select arrow
- [O] (hold) speed up cursor

InstallMaker
A simple library that makes creating installers easy.
It needs to be unsandboxed to work.
Requires 6 functions:
- installer = new_installer()
- installer.configure(attributes)
- installer.init()
- installer.update()
- installer.draw()
Demo
include("instmake.lua")
-- The path to the file.
local utility_file = "util.lua"
-- The destination path.
local destination_folder = "/appdata/system/util"
-- The name of the program.
local program_name = "Simple Utility"
-- The description of the program. (Use \n for newlines)
local program_description = "A simple utility that prints 'Hello, world!'\nwhen calling 'util' from the terminal"
[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=190751#p) |
My first fully completed game.
Like everyone tells you as a beginner, you have to start small.
And so I did.
I wanted to try and make a small game in about 72 hours as an exercise.
Feel free to use or learn from (though I'd encourage you to make your own stuff and not fall into a tutorial trap like i did)

The manual has
userdata:convert(data_type, [dest]) |
which implies convert() should be able to take a dest argument to avoid an allocation. But when I pass in a userdata for the dest, it seems to ignore it and return a new userdata, leaving the dest argument untouched.
In case it happens to be related to the particular types, I am specifically converting an i64 userdata to an i32 userdata, to then use as indexes for take()
A minimalist reaction game inspired by racing games and playing with a stopwatch.
Press button when counter is within range of target number to accelerate and increase score, miss 3 times and it's game over.
Controls: X - Accelerate/Restart
This is my entry for TweetTweetJam 11, and fits in just 500 bytes of code

Walled In
Strategically position walls to safely escape the dungeon
Build walls to reroute yourself to the exit and throw the monsters off your trail.
You only get a small wall budget each level, so every placement counts.
- 10 main levels
- Star goals for tighter runs

Changelog
0.2.0
- Initial release
0.2.1
- Added rewind system. Upon capture, players can rewind to restart with a VHS rewind animation
- Path preview has flowing lines instead of janky arrows
- Upon level win, allow player to continue or retry instead of auto continuing
- More sound effects

Lightweight cartridge that checks the latest Picotron version on the Lexaloffle website and displays it briefly through notify()
Intended to be run at startup so that you can compare your Picotron installation with the latest version from Lexaloffle to make sure you're up to date.
Add start_process("bbs://fetch_version.p64") to the /system/appdata/startup.lua file and reboot to see the notification.
NOTE: This does not work correctly on the web and must be run in Picotron desktop.
This is my first Picotron cart!
I followed a tutorial on YouTube by Jorge N. I fixed the bugs with the frogs (cats for my version) jumping off screen and the arrow being able to move off screen. It's really basic but it works and I had fun making it! I hope you enjoy playing it!
I just started learning Pico-8 this week so if anyone has any tips or advice feel free to share!

Controls:
- Gamepad can be used.
Instructions:
You take control of Cyrano, a cyborg with electrical powers, who has to defeat as much enemy waves as possible and survive 2 minutes. Cyrano has 2 types of attacks: a basic attack using Z key (O button), and a SP attack using the X key (X button). It’s possible to rapid-fire any of these attacks by holding their respective buttons, but doing such won’t allow Cyrano to move.
Each enemy wave is composed of a group of enemies and boxes. New waves will spawn every time you defeat all the enemies (not boxes) on the screen.
Enemies and non-green boxes will drop Metals (score items) when defeated/destroyed. The type of metal dropped is affected by the item multiplayer gauge at the top-left of the screen. Defeating enemies and destroying boxes rapidly will rise the gauge, and it will deplete over time and if Cyrano get hit by an enemy attack.
So! I've got a cart here that you might find useful. It's a tool to pack multiple spritesheets together.
Recently I've been working on a game which has a mix of 4 bit (full color), 2 bit, and 1 bit sprites. It was getting a little finicky to set up the spritesheets to work nicely, so I went ahead and made a tool to make my life easier.
The tool expects the spritesheets it imports to use the pico-8 palette with the color indices matching the bits they take up, so 4bit spritesheets look like this, 0,1,2,3 being used (for both layers)
And 1bit spritesheets would look like this, 0,1 being used (for all four layers)
Annoying Robots
A compact PICO-8 adaptation of an old board game.
How to play
Lead your team of robots across the board and try to reach the opposite side before your opponent does.
Robots come in different sizes: larger robots can climb onto smaller ones, but only the top robot in a stack can move.
On your turn, select a robot and either move it one space, jump over other robots, or jump onto smaller robots. Jumps can be chained, like in checkers.
Modes
- Play against the AI on Easy, Medium, or Hard
- Play locally with 2 players
Controls
- Arrow keys / D-pad: Move cursor
- O: Select / move / act
- X: Help, end turn, or return to menu
Cube Rail: A Tiny Economic Train Game
This is a small experimental economic train game built in PICO-8. It is inspired by cube rail board games, old computer board-game adaptations like the DOS version of 1830, and my general fondness for making dense little systems fit into very small boxes.
The basic flow is simple: each turn, two railroad cards are drawn. You choose one and leave the other behind for Reginald, a rival bot investor. Your card lets you either build track or buy a share in that railroad. Reginald then uses the rejected card to build or buy for himself. Later in the game, Xavier enters as a second investor and starts buying shares at random, adding one more unpleasant little pressure point.

This is my first game.
It's not especially challenging and not very original but I'm calling it 'done for now'.
I know it's nothing fancy and there's plenty of improvements I can think of. I'm relatively new to coding so I've still got plenty to learn and I expect there are plenty of better ways I could have made this work.
I might revisit it in the future but I'm finding my next project more enjoyable to work on.





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