Try out this biome spread sandbox I made! Have fun painting the town red! Or purple. Or pink. Or Green.
REQUIRES MOUSE
Arrows: move camera
Mouse: paint (no button press required)
Left Click: change brush
O and X buttons: increase the global rate of spread
FEATURING:
The decay; a rotting, disease-like biome
The gore; a bloody, fleshy biome
The fantasy; a land of unicorns and rainbows
For Picotron 0.3.0d(2) only
Hello! This cartridge (and post) provides modifications to files in /system, to provide the following feature: Ctrl-Alt-digit shortcuts to instantly switch to the tabbed workspace of that number. (The playable cartridge above is useless, and does not demonstrate this functionality, which will only work in Picotron proper.)
WARNING! WARNING! WARNING! Do not make changes to files in /system unless you know what you're doing.
- Always keep a full backup of anything you care about in Picotron. Store that backup outside of Picotron. Anywhen is not enough, you must have a backup outside of Picotron, unless you're prepared to lose everything inside Picotron. Changes made to
/systemfiles have full permissions to do many dangerous things, including blow away all your files and Anywhen backups.

This is a work-in-progress expansion of my TweetTweetJam game Jelpi-Knights to a proper full-sized game. (Well, full-sized in PICO-8 terms.)
Currently it's in a very early stage, but enough is there to demonstrate the aesthetic and the core gameplay. Eventually I am hoping to build out a campaign with a bunch of predefined maps and implement a randomized skirmish mode, as well as add some rules text within the cart so that the game is more self-contained.
This game is very directly inspired by the theory of impartial games, as described in Berlekamp, Conway, and Guy's Winning Ways for your Mathematical Plays.
How to Play
You and a computer opponent take turns moving pieces on a 6x6 board. Either player may move any piece. You enter the game in "select" mode, indicated by a colored pulsing cursor, and can use the directional buttons to choose a piece to move.

I'm playing with writing an emulator for a retro computer.
Given this, it's in my best interest to do window{pauseable=false} at program start, so that the Enter key isn't interpreted as Start, thereby bringing up the pause menu. I want to use another key instead - say, F1.
Did some research, and seems like the right way to do this is to send the wm the toggle_pause_menu event. However, this event is not among the whitelisted events for sandboxed carts (see sandboxed_wm_event in /system/lib/head.lua). I had the following code; it works when unsandboxed, and not when sandboxed.
on_event("keydown",
function(msg)
if stat(302, msg.scancode) == "F1" then
window{pauseable = true}
--send_message(3, {event = "set_window", attribs = {pauseable = true}}, true)
send_message(3, {event = "toggle_pause_menu"})
end
end
) |
I also have an unpause event handler, that restores window{pauseable = false} so that Enter key may be used after menu is exited.
Is there another or better way to do what I want? As things stand, F1 won't trigger the pause menu... but it will enable Enter to do so, so I guess users could type F1 followed by Enter. That feels pretty clunky, though.
Another question, re Ctrl-P. pauseable prevents Enter from doing Special Things. capture_escapes prevents Escape from doing Special Things. Ctrl-V (paste) is a mild pain, but is handleable as a char in its own right, at least via on_event(), anyway. AFAICT though, there is no way to prevent Ctrl-P from activating the Picotron Menu, and that's pretty annoying, especially for such a simple key-combo (Ctrl-alt-P or Ctrl-shift-P would move it out of the way)... Am I right that there's nothing currently to be done about this? If so, I guess I'll add a key-combo prefix that lets you type the next modifier-and-key as separate keystrokes, to allow the user to avoid typing something that opens menus...
The Pictron version of Moonprints! Featuring:
- No new graphics
- Dubious sound quality compared to the original version
- Evocative use of the Academy Ratio
- I lied, there is exactly one(1) new graphic but it is a spoiler
- Many many mushrooms to collect
- Look I had to publish something soon or the inertia would never let me go
- I hope you're having a good day today :)

My first game in pico-8, and what is that? Yes, it's a Pong clone, because everybody has to start somewhere. One or two players, clumsy AI, cheering fans and multi-language. Fortunately, there are few things to print on this game, which made for that last option a "well I'm learning, aren't I?"
Languages: English (default), Spanish, French.
Press Z to start the game.
Little update in v.1.01:
- Ball speeds up with every pad hit
- Wider bouncing angle when ball hits on a pad corner to avoid the (insufferable) wait until the ball arrives to the other side
If you have a look at the code, you'll see there are some magic numbers in it. I'm 100% aware. Those which exist are on purpose.

Use the arrow keys and collect the dollar signs while avoiding the hands. If you are caught, you will need to pay a bribe in the form of $100 or 10% of your money, whichever is greater. You lose when you reach $0 or less.
This game is a small improvement on my previous game. The threats move now instead of just spawning and staying in one place. I also updated the player sprite based on current money.

Here is a small game made with PICO-8, created out of nostalgia for my Videopac from the 1980s.
It is inspired by UFO, released in 1978 on the Videopac. The goal is simple: you control a flying saucer and must survive as long as possible among swarms of aliens while trying to score as many points as you can.
Controls:
Arrow keys: move the saucer
X key: shoot
Have fun! :)





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