After about a week of learning how to code in Pico-8, watching tutorials and working on and off on this project, I finally have a decent build of my demaster of Ikaruga, known as Picoruga.
The current build is currently not quite feature complete, as I have yet to complete all the points on my checklist, but I do have the basics I wanted done sorted out, which are as follows:
- Polarity mechanics, including bullet absorption, revenge bullets and chains
- A replacement of the lives system (which is one reason why this is not just a demake)
- All of Stage 1 provisionally completed - while Stage 2 is mostly completed, the boss of that stage still needs tweaking.
- A short loop of the Ideal chapter music from Ikaruga

Controls:
Steer - Arrow keys
Shoot - X
Gas - Up (only available after purchase in the shop)
Brake - Down (only available after purchase in the shop)
Description:
Your goal is to shoot the enemy rockets to get money. After each round you buy upgrades
(future self here: It seems like it's possible to buy things even when you can't afford them :( I'm too lazy to fix that so just ignore it)

🐕 GOOD BOY
You're the shepherd dog. Your job is simple: get every sheep safely to the pasture and back home again without letting the wolves turn the flock into lunch.
Bark on instinct, unleash your rage when things get hairy, and prove you're a very good boy.
🎮 How to play
- Arrow keys >> move your dog.
- X >> RAGE burst: a shockwave that terrifies every nearby wolf (you only get a few per round, use them wisely!).
- Your dog barks automatically on a timer. Position yourself so the bark ring catches the wolves.
- Herd the sheep into the glowing pen, then bring them all back home.
To anyone out there:
Is there any way to fetch the username of someone based on their ID in picotron? I've figured out a way to fetch the icon, because the podnet folder of a user has their icon as the icon of the folder, but there's nothing else in the folder's metadata. And I want to be able to fetch it without needing to use scoresub tactics.
Also,
what are the limitations of using fetch and store on the podnet with code? An AI told me that you couldn't use store on podnets, but using store("podnet://80974/test.txt","hamburger") seemed to totally work in the terminal.

Hello again! This is the fixed build from version 1.0
- fixed bug that kept lives set to zero after your first run of the game, preventing you from doing repeat playthroughs of the game
- fixed bug that made asteroids invisible on Diabolical difficulty.
=====atr8des=====
This should be the final build! SFX are there, features all work, we did it, Joe!

DISCLAIMER:
Source code assisted/generated by Google Gemini.
I am the artist.
Inspired by Battle City by Namco(Now Bandai Namco)
It get's really hard from Stage 4.
If you can reach Stage 10, let me know!
OBJECTIVE: You need to protect you 4 flags, if you lose all of them, you lose.
Each one counts 1,000, but if you keep all of them intact, you get a 5,000 bonus instead of 4,000 points.
Features: K/L: Switch between Bricks and Metal to place(no cost at all for each other, the Bricks have the same health as Boulders)
Each enemy tank is worth 100 points.
The more you advance, the more tanks appear, and they get MORE AGGRESSIVE!
POWERUPS:
There are power ups that drop along the map to help you.
Worked on setting up a script to benchmark all available Picotron versions, from 0.1.0 to the latest version.
With this, I set up an auto benchmarker with #picobench.
Thought it'd be cool to see how stuff has changed from earlier versions of Picotron in graphics costs.
There's so much data that it does however become kinda messy... Thought i'd share it incase it'd be fun or useful for anyone to see.
It'd probably be good to also do a total spf for each version, and then a line chart of that, rather than a line chart of all the functions together - too lazy to do that as of writing this.
This likely would be more interesting with logic or userdata-based stuff, I'm not smart enough to set something up for precise stuff with that but I'd be able to share my script and setup!
https://drive.google.com/file/d/1J1NewFP3Udw0-x-h_cDYv_5jr6R-4wG9/view?usp=sharing
Some versions are missing from this benchmark, this either comes from OOM crashes in Picobench on earlier versions or niche issues that arise.

Super Hitbox Maker is a fighting game with a character creator that is expressive and easy to use. Up to two players can make their character simultaneously, then fight against each other or bots. Share your creations and add your friends characters to your roster.
Share your characters by pressing 'Copy' on the in-game keyboard, and import characters by copying their character string (i.e. ninja-------1acxe5rd1j-kh), pressing CTRL + V in game, then pressing 'Paste' on the in-game keyboard. Alternatively, you can type in the last 13 letters of your character string, starting with the number 1 (ninja-------1acxe5rd1j-kh). Join the Discord to share your creations and try characters made by the community.
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I tried making a shortcut to the (accidentally released) Neko Puzzle to put in my launcher apps, and was a bit confused when I saw that it tripped the "modified /system" flag that locks you out of the main leaderboards until reboot.
Steps to reproduce:
- On a fresh boot, go to System Menu -> About.
- Check that there's no "modified /system" label
- Open filenav and navigate to /system/apps
- Right-click neko_puzzle.p64 and click "Make Desktop Shortcut"
- Observe "modified /system" label in About.

Picobench
Picobench is a benchmark cart covering a number of common drawing operations in Picotron. By pressing X, you can time each scene to see how fast each operation is under various circumstances. Benching can be done on individual scenes, or en masse.
I got the idea for this cart while making a particle system. I wanted to know what graphics functions would be the most efficient, but I was also curious about other aspects, such as how many scrolling parallax layers Picotron could handle. That's why the primary metric for these tests is "screenfills/frame".
There are currently over 70 different scenes in Picobench. With this project I wanted to explore and demonstrate several aspects of Picotron's performance:
I've been hard at work on many changes! I made the melee chain hits to give a multiplier for killing groups of enemies with one punch. I'll be working on some level design next week and have prototype 2.0 out soon.
I also found a massive improvement for performance which has made the game feel much smoother!
Play the current prototype here: https://www.lexaloffle.com/bbs/?tid=157080
Thank you everyone for your feedback and support!





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