fireheart!!
this game is basically like 99 nights in the forest, but like bad
here's my basically finished game
and tell me if anything is wrong or doesn't seem right
(also i might add a monster if i can figure out pathfinding)
keys:
arrow keys to move
x - use item in hand
z - change item in hand
items' usage:
axe - chop trees
sack - drop wood while in fire circle
cutlery - eat food
bars:
red - health
blue - warmth
orange - hunger
objective:
survive as long as you can while mantaining your fire and health

Distortion, Dynamic Looping, and Live SFX and Waveform Manipulation
Intro
Thanks to everyone who checked out the cover of Black Knife I posted a couple of weeks ago!
In this post, I’d like to break down four audio tricks I learned while working on this cart.
Two preliminary things:
- I’ve toyed around with FL Studio before, but I’m quite new to PICO-8 and tracker music, so I don’t quite have a bead on all the accepted tricks of the trade just yet. If there’s a known and/or better way to do any of this stuff, I may update the post if you tell me in a comment.
- If you find any of these tricks helpful for your projects, I’d love it if you let me know! If people find this stuff useful, I may make similar write-ups if I learn anything new/interesting working on other music projects (depending on how much time I have during school). On the flipside, while this is aimed at beginners, if this is all trivial, that would be helpful to know as well, lol.

Write It - WriterDeck
Picotron Text Editor
Write It is a retro-styled, line-based text editor utility (WriterDeck) built for Picotron. It features an line editing/jumping tools, and an interactive tracking anime avatar.
All session history and file operations are automatically persisted directly to the absolute filesystem at /appdata/bbs/ (saving state as history.pod and exporting/importing plain text files).
(v0.1) is an early-stage.
Commands & Controls List
Editing & File Operations
Save Line (Ctrl + Space): Commits the current input buffer to history (or updates the selected line) and persists data.
Delete Line (Ctrl + D): Removes the currently selected line from history.
Open / Import TXT (Ctrl + O): Triggers a popup modal to load a .txt file from /appdata/bbs/.
Export TXT (Ctrl + T): Triggers a popup modal to export current history as a .txt file to /appdata/bbs/.

Hello people from pico-8, this is my first game, it is a turn-based boxing themed game which is, depending on my future motivation, either almost complete or far from it. This is the first original game that i make in pico-8, or any game engine, and i think i got the basics of how to code in here now. There are only five levels for now and the tutorial is not done, so it may be a bit frustrating, but i think it is playable.
To fight, navigate to the move you want with the <- and -> , then use the up key to select the move. Using a move is going to cost you energy, which is the red bar in the left side, and if you run out of it you lose. After that you opponent is going to attack you and a simple little minigame is going to play, do it right and you will take no damage, miss and you take 3 points of damage.(damage also takes your energy away)
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If you love the PICO-8 fantasy console, retro emulation, and DIY Raspberry Pi hardware projects, here is a custom setup designed to give you the best of both worlds: a ultra-optimized, dedicated system that turns a Raspberry Pi Zero (or Zero W) and a 1.44" SPI LCD HAT (128x128) into a standalone handheld console and a sleek retro desk clock when idle.
💡 Why Build This?
Building handheld consoles with small SPI screens on a Pi Zero often comes with performance bottlenecks—like dropped frames, high CPU usage, or the hassle of needing a USB keyboard just to connect to a new Wi-Fi network when you're away from home.
This project solves those issues from the ground up by combining a native C framebuffer streamer, zero-latency hardware interrupts for input, and a custom Python launcher designed specifically for 128x128 square displays.
✨ Key Features
⚡ Low-Power Performance (C + mmap): Features a custom framebuffer streamer written in C (lcd_stream_c) that reads directly from /dev/fb0 using mmap and transfers pixels to the SPI display at 12 MHz—using just ~6% CPU.

Controls 🎮
- X to jump
- Left & Right Arrow Keys to move
- Up Arrow Key to talk to other characters if close to them
- Down Arrow Key to charge another jump (once unlocked)
- Z to dash (once unlocked)
Content ⭐
- The Main Quest: Gather all five gems and return home to win!
- Side Quest 1: Help a rock see the stars!
- Side Quest 2: Help a demon satiate their bloodlust!
Lore 📖
Bardio is a frog 🐸 whose peace has been disturbed by an evil jar demon! All of his gems have been scattered across the realm. He must gather them to regain his power and seal the the demon back in the jar at his home.
Tips 🔎

DOONS is a match-3 bubble shooter game (really a Snood demake) for the Pico-8 platform.
Manual
DOONS supports keyboard, controller, touch, and mouse controls and is fully playable with any option.
The goal is to shoot DOONS, create matches of 3 or more thus clearing the DOONS, ultimately clearing the board. DOONS cannot float; if you isolate a group of DOONS they will all fall. You are scored significantly more for dropping larger sets of DOONS at once. Your score is displayed in the lower right corner.
The "ROOF" meter fills up based on your difficulty level. When this reaches the top, the roof and all DOONS drop. If any DOON crosses the dotted threshold towards the bottom, you lose. The "ROOF" meter drains when you drop DOONS (based on difficulty level as well).

first attempt at making a postcart, i'll try to explain it as much as i can.
compressed code: (132 chars)
pal(13,2)::_::for i=37,82,9do rectfill(16,i,110,i+9,i\9+4)end for i=0,127do sspr(i,0,1,99,i,sin(t()+i/9)*2)end?"⁶1⁶c1⁶!5f54`" goto _ |
first: ?"⁶1⁶c1⁶!5f54`" (10 chars)
the original function is flip();cls(1);poke(0x5F54,0x60) waits until the end of the frame to continue, then clears the screen using color 1 (the reason color 1 is used is because black is transparent by default which causes issues with sspr()) and finally remaps display memory to the spritesheet. this can be rewritten as a P8SCII control code ?"\^1\^c1\^!5f54`" (because 0x60 is the same as `, check
There isn't a stain "Brushers" can't remove!
Controls
- Arrow Keys ... Move left and right
- X (Hold + Right/Left)... Raise the brush; move it back and forth to cover the floor in foam
- Z ... Jump
Scrub the dirt on the floor into a lather with your brush, then wash it away with a stream of water.
Clear the phase by washing away all the dirt in the area within the time limit.
You can play with two people, too—feel free to either cooperate or compete!
- Floors covered in foam are slippery.
- Enemies will also slip and fall over; colliding with them in this state allows you to defeat them.
Water Flow Switch
Stepping on the red button releases a flow of water from the ceiling. This happens only once.
You can also trigger the flow by hitting the hanging cord switch (press X upon contact).
This switch becomes usable again after a short while.
- The water flow washes away enemies, but it also sweeps the player along.
If the player is pushed off the field, it counts as a failure.
This is an entry for PicoJam 26.
It was created based on the assigned theme "Ma" (ま), following the chain of association:
"Ma" → Migaku (to polish/scrub) → scrubbing the floor with a brush.
CREDITS
i'm completely new to all this, i really like this tetris attack clone by stevelavietes https://www.lexaloffle.com/bbs/?pid=74540#p and i wanted it to have sonic characters, so i edited the sprites and changed the names of the characters. i will probably work on it some more but for now i wanted to share my work. i got an r36s clone about a month ago and have been enjoying pico 8 games on it, and it led me to do this.
i did edit the sprites slightly to make them look better or fit an expression i was going for.
sonic, tails, knuckles, & eggman sprites originate from sonic pocket adventure





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