Hi,
I'm working on some kind of story game, where you start animations with the X/O buttons.
(in the cart, you can use left right to change the animation-loop, index 0 is "idle", index over 2 crash the game)
My Question is: Is there a common way to do move whole sprites around?
Tutorials I found are all about one sprite animation and not how to how to move the sprite in a loop, instead of players input via buttons. Might not know the search term.
I use an array of 8 frames that will manipulated a sspr() command.
The 8. index sets a new sprite-area, after the other frames are used to move the guy around.
foo bar = {{2,5}, {7,18}, {7,27}, {8,27}, {9,27}, {10,27}, {11,28}, {11,28, 18,80, 4,4, 0,0, 4,4, true,false} }
sspr( sx,sy, sw,sh, foobar[1][1],foobar[1][2], [dw,dh,flip_x,flip_y] ))
animation_box = {
{ {2,5}, {7,18}, {7,27}, {8,27}, {9,27}, {10,27}, {11,28}, {11,28, 18,80, 4,4, 0,0, 4,4, true,false} },
[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=197331#p) |

Hello everyone!
This is my first PICO-8 game that I've created, and it's for my portfolio website! It's a super simple arcade-style keep-up game using my personal branding. The objective is to earn as many points as possible.
I may or may not come back and add music and more SFX, but we'll see.
Controls
- Use left and right arrow to move the couch
- Use X to have lazy dive downwards, which allows him to bounce higher
Notes:
- Every 5000 points nets you one extra life
- Bats spawn more frequently every minute and a half
Acrisolar
Hi! I'm publishing Acrisolar, a Raycaster I made last year:
How to play:
- Z / C / 🅾️: Shoot / Press near doors to complete the level or destroy secret walls
- X / V / ❎: Change weapons
- Arrows: Move
Development:
If you're like me, interested in the dark magics of Raycaster engines, then I recommend Lodev and Permadi articles. Both are good places to start, but beware:
- Lodev's article will make some math-heavy steps that have subtleties that I would prefer explained. For example: I still don't understand the optimization that allows no-need for fisheye correction.

A PICO-8 Mega Man Fangame
Featuring:
- Accurate Mega Man sound and game feel!
- Title, Select, and Stage music by yours truly!
- Four Robot Master stages and one Wily Stage!
- E-Tanks!
- Checkpoints!
Controls:
- Left/Right Arrows - Move
- Up/Down Arrows - Climb Ladders
- Z - Jump, Select Stage, Use E-Tank
- X - Shoot, Select Weapon
- Enter - Pause, Select Weapon
Special Thanks to:
- Flowme, heavily based my Mega Man sprites off of theirs
- donbattery, spritesheet drawing function
- merwok and JadeLombax, both helped me better understand data encoding

This is a simple fork of Sokoblox that saves your progress.
Continue
Once you have beaten some levels, the first option on the title screen will change to continue, taking you to the last level you were playing.
Reset Level / Clear Progress
I disabled ❎ to reset levels, as it didn't work properly (even on the original cart).
Instead, use the option I added to the pause menu.
I also added an option to clear your progress.
Again, this is a very simple mod.
I only added less than 20 lines of code to the original cartridge.
Everything else still works, including loading from passwords.
bbs//scan
bbs//scan will ignorantly try to load carts from bbs by their #id. It takes advantage of the LOAD(#id) function to try to guess a valid cart id. Most of the time you will get a "Download Failed" message, but sometimes you hit a valid cart id and find a fantastic game on the bbs! Its like splore if it only had a "feeling lucky" mode ... and most of the time you aren't lucky.
Use the bbs//scan button in the start menu to return to the bbs//scan tool and keep searching.
This scan found the cart "pentatoy - experimental music grid thing" by cardboard_box at #id #46197

English
Spanish
ROOT // PRTCL
ROGUE-NET RUNNER - Intro
Basic Tutorial: How to Play
Navigating the net requires tactical precision, resource management, and code decryption. Here is a quick breakdown of your toolset:
1. The Global Network Map
From the overworld map, you choose your path across active nodes, black-market stations, and high-risk targets. Your ultimate goal is to breach GEN_SYS.
RAM Management: Keep track of your system RAM to execute illegal programs like SCAN or SPOOF.
Alarm Levels: Every action increases system alarm. If it hits 100%, your connection is forcefully severed.
2. Breach Protocols (Puzzles)
When you connect to a hostile network node in ROOT // PRTCL, you will face one of four randomized hacking interfaces. Here is a quick guide on how to solve each breach protocol:
A. Mastermind
Objective: Deduce the secret 4-digit numeric sequence before your history/attempts run out.
Controls: Use Left/Right to move the cursor between digits, and Up/Down to rotate numbers (0-9). Press O to submit your guess.
Feedback: After each submission, small indicator bars appear next to your guess: exact matches (right number, right position) vs. partial matches (right number, wrong position).
Assist: Use your auxiliary SCAN program to automatically reveal digits of the secret sequence if you get stuck.
B. Matrix Buffer
Objective: Extract a sequence of numbers from a 4x4 grid that matches the target code.
Controls: Navigate the active row or column using the directional keys, and press O to extract the selected number into your buffer.
Feedback: Selection alternates automatically between row and column axes with every pick. Selecting incorrect numbers or failing the sequence triggers an alarm penalty.
C. Route
Objective: Guide your data packet step-by-step across the grid to reach the target marker [M] at position (4,4).
My (overdue) submission for the PICO-1K jam, made in 921 compressed bytes. There's more opportunity to make it smaller but I opted for readability.
Collect stars and aim for a high score!
Use the arrow keys to move around, and ❎ for a small speed boost after collecting a star.
Collecting stars builds up your combo, and higher scores makes more stars.
UPDATE:
I ported a lot of my game mechanics from my bigger Playdate game to this over the last couple weeks, the feedback has been real helpful. Expanded version can be found here:
RALAsutura
https://www.lexaloffle.com/bbs/?tid=159721
https://solmare.itch.io/ralasutura
Thank you all.
CREDITS
Made by Solmare with PICO-8.
Art is Gustavo Vituri's [8x8] Isometric TRPG Asset Pack, recolored for PICO-8's palette.
RALA-8 © 2026 Solmare. All rights reserved. Art © Gustavo Vituri, used under license.
Flap off into space as you try to escape the terrible tubes of Pipe Planet. Galactic Gull is a pixel bird flapping game that adds some new ideas to the Bird Flapping game genre. In this advenutre you'll find evil pipes which move, Zurbo's Zupplies (a reasonably priced upgrade shop), auto pilot and other fun features. A short fun game made with my Flappy Bird Game Engine called Parakeet. Feathers to the Sky!


Français
Voici un donjon tout à fait normal, rempli d’orques, de mandragores, de gnomes, de choix multiples (et inconsidérés)… et ils n’attendent que vous. Bonne chance !
PICO-PICO Donjon est un jeu motivé par la PICO-1K Jam 2026, dépassant allégrement la limitation principale de la jam. Néanmoins, nous l’avons réalisé durant le mois de septembre et sans aucun asset pré-calculé.
J'espère que vous vous amuserez autant que l'on s'est amusé à créer ce jeu !
English
Here's a dungeon totally normal, filled with orcs, mandrake, gnomes, multiple choices (and reckless)… and theyre only waiting for you ! Good luck !

A SIMPLE PONG GAME
Controls
UP - endless
(O) - play
(X) - themes
UP/DOWN scroll
(O) - choose theme
RIGHT - controls
(O) - invert controls
(X)/(O) - P1 paddle (default)
UP/DOWN - p2 paddle (default)
Rules
The ball will bounce on the paddles until it goes past one player's paddle, and the other person will get a point. In a match, the first one to get to 5 points wins the round. Also, the most important rule is to have FUN!
Behind the scenes
This was a really hard project for me to make, considering I am young and new to coding. I hope you play this with as much joy as i do, as this took over 3 days to figure out. One thing in general that was very hard to make were the menus, as they are really hard to make for me. it was also hard figuring out how to get the ball to bounce off of the paddle, and not just go completely through it. nonetheless, I hope you enjoy this game I made!
A while back i made a post about my monster catching game Ocimons. While development of that game is on hold indefinitely, I wanted to release a new version of the compression algorithm I made for monster sprites in the game. It is heavily based off the compression algorithm used in the gen 1&2 pokemon games for the same purpose.
This build is very in-dev, it is not token optimized and it may be a pain to integrate into a project as of now. My next goal for the project will be making a compressor-only cart to facilitate that end of the tool, and a lua file containing a minified decompressor that can be added to your project with a single include statement. After that id like to release a new version of the compressor with smarter compression, palettes, and encoding. Encoding will allow sprites to work better with the compression algorithm.
This is a little sprite to string converter I made for my pico-1k game for restoring a whole sprite sheet from code only.
Load it in pico-8 with load #sprstr, save your own copy of the cart to keep the gfx in, and use pico-8's built-in editor to edit your sprite sheet. Flag sprites you want to encode with flag 0 and run the cart to copy flagged sprites to the clipboard in code form. In your code only cart, set the screen to the sprite sheet and run the copied code. It’ll restore the flagged sprites to their original positions in the sprite sheet.
(embedded below to make it loadable, it won't do anything when you run it here though)

After exploring some C64 games I found a 2016 production called "Guns 'n' Ghosts" from Georg Rottensteiner & Trevor Storey witch I immediately fall in love with. It's a very arcade Bubble Bobble-like game with zombies and guns, you can play a character equipped with a double barrel shotgun you reload one cartridge a time by standing still.
This mechanic of gameplay remind me the something about the first Doom games with the same type of shotgun and satisfaction with reloading animation I felt back in the early nineties.
So one week end I started this as a Pico Guns 'n' Ghost version. Eventually it turns into something else but with this core reload mechanic and zombies off course.






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