Log In  

BBS > Superblog
Posts: All | Following    GIFs: All | Postcarts    Off-site: Accounts

Cart #hole_in_nan-1 | 2026-10-24 | Embed ▽ | No License
4

This is a game of infinite golf, that is played by a dragon who is in charge of the rain and cold weather, but he doesn't quite understand . Since the game of golf is theoretically infinite, normal golf scoring becomes meaningless without knowing how many holes have elapsed. Therefore the highscore (when implemented) will track how long you can keep a streak of NaN points.

Try to get par, so that your golf score is always zero. The score is calculated (number of holes / current golf score) so try to have the longest streak of NaN !!

This started out as a jam game from Pico Jam 2026, which took place at the Picopico cafe this year, however over the last two months, the game jam never ended for me... The basic golf mechanics are heavily inspired by Hal's Hole in One golf for SNES.

[ Continue Reading.. ]

4
2 comments


Here I will post updates regarding the project that is in development. Currently thats the Idea: A vertical platformer world with many small interactions and features:

Towns:

Around the world little settlements exist. Each with trees, houses, chapels and little human. humans wander around and visit each other.

Additionally when the player feels destructive he can decide to stamp down the place. Little fires will erupt and citizen will get mad >:(

They start jumping around and start getting mad. They will gather away from the fires of the town.

lasers

Big lasers exist too, they have to reactors on each end. When the player tries to pass he gets pushed away. This is a rather basic addition.

shops

Shops can be found near villages, they help you by providing free items (I know its not really a shop if it doesnt sell, but whatever)

[ Continue Reading.. ]

6
0 comments


mandala

(265 chars)

q,t,s=0,0,64::_::cls()for i=1,55do x,y=cos(i/55+t)*80,sin(i/55+t)*80n=(abs(x)+abs(y))/3for i=1,n do u,v=i/n+cos((i*i*3.1)+q*(i/n+1)/4)/9,i/n+cos((i*i*3.1)+(q+.04)*(i/n+1)/4)/9line(s+x*u,s+y*u,s+x*v,s+y*v,8+(i&4))pset(s+x*u,s+y*u,10)end end t+=.001q+=.02flip()goto _

5
0 comments


Cart #town_builder__penguin_studio-0 | 2026-10-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

This is a small city builder I made a while ago. I wanted to add a lot more features but I think I over scoped. The most notable thing about the game is that its easy to add new buildings. Just go to page two of the cart and add a new entry to the building_types list at the bottom of the page.

To play:
O - to switch from place mode to select mode
X - to place buildings

This game is also available on itch.io: https://penguin-lover-studio.itch.io/town-builder

At the start:

  1. read the help section by pressing O
  2. place a house
  3. place a park
  4. place a lumber yard
  5. place a farm
  6. place a power plant
  7. continue playing
2
0 comments



Demo

The demo shows a pistol at 2x scale, an arrow at 1x scale, and a rifle at 1.5x scale. Negative scaling is also supported, which is shown by the guns flipping vertically.

What does it do?

rsspr takes up to 12 inputs and draws a sprite around a moveable origin point.

While tline() may save a small amount of CPU usage, I fail to comprehend it. What I have here operates fine, and is a significant improvement on my last post.

  • Only 165 tokens!
  • An average of ~0.7% of the CPU per call

How does it work?

rsspr(dir, x, y, sx, sy, sdx, sdy, xo, yo, hs, vs, mask)

  • dir - atan2(x - target_x, y - target_y)
  • x/y - The screen x/y origin
  • sx/sy - The sprite x/y origin
  • sdx/sdy - The sprite width/height minus one
  • xo/yo - How much to shift the sprite about the x/y origin
  • hs/vs (optional) - The horizontal/vertical scaling
  • mask (optional) - The pixel color to exclude
5
0 comments


Cart #picoboot-0 | 2026-10-23 | Embed ▽ | License: CC4-BY-NC-SA

sorry for the subpar quality and knockoff of picotrons base os (i removed code editing kinda poorly), but i can now make my own operating system for picotron and i will release it when i finish it

-- note this does NOT work in picotrons web port i think, you need to save it as a .p64 to remove the bbs sandboxxing to use and i forgot about this limitation

2 comments


I just got Picotron and for my first project i wanted to do a Mother-ish movement and look test, so I got movement done and some Ninten sprites, but i just can't seem to figure out how to make the sprites animated. I've tried tables and a bunch of other stuff. Any help would be appreciated, I would recommend for it to have very simple logic and syntax. Thank you!

1
1 comment


Cart #dungeon_golf-2 | 2026-10-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
17

Dungeon Golf

A turn-based golf game with roguelike elements.

Play 9 golf holes / dungeon floors full of monsters.

Bump into enemies to attack them. Getting hit by enemies will cost you stokes.
Move to the tile where the ball is
[8x8]
aim and hit the ball.

[ Continue Reading.. ]

17
5 comments


Cart #fojuhipude-1 | 2026-10-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

This is my first pico-8 game: Breakout (looks like pong though)

Play with the l/r buttons, and try to keep the ball up. see how high you can score!

1
0 comments


Cart #dicebits-1 | 2026-10-23 | Code ▽ | Embed ▽ | No License
5

First version of Dicebits for Pico-8. This is a stripped down port of my GBA game.

5
2 comments


My first game

Cart #szlugwing-0 | 2026-10-23 | Code ▽ | Embed ▽ | No License

0 comments


Isometric voxel terrain with shadows 🏔️

Inspired by https://beautifl.net/run/241/

(300 chars)

p=0::_::a=rnd()cls(13)for y=0,129 do for x=y,63+y%64 do h=37u=a+x/75v=y/75 for i=9,1,-4 do h+=i*(sin(u)+cos(v))u,v=u+2*v,v-2*u end z=88+y-x/2 fillp(p>h and ▒\1)for k=5,h do pset(x,z-k,ord("QQ,,O;SSVVg",k\5))end p=h if(x==y or y>62)for d=4,h do pset(x,z-h+d,ord("TPPPIJJ",d\8))end
end flip()end goto _
9
0 comments


Cart #visualcaptcha-0 | 2026-10-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Behold, this is my first standard-sized cartridge! I coded this in one sitting in only an hour and a third! I just developed it to a point where I feel ready to distribute this, so it may be unpolished or unbalanced!

The premise of this game is to try and make out text scattered over pigsties of backgrounds. Not only that, the text is also styled peculiarly. Use your keyboard (sorry controller users!). Obviously inspired by real captchas that work identically. Good luck! I hope robots will not be able to surmount such a thing any time soon and long live human race!!!

If you have any feedback or suggestions, I will be exuberantly more than happy to tweak this cartridge! This is a prototype cartridge after all, so there can be a lot of flaws!

[ Continue Reading.. ]

0 comments


RGB waves

Well, I made another postcart. This one actually loops properly!
It is very fun to make them, I say after having only made 2.

(297 chars)

(297 chars)

cls()pal({11,-5,3,-13,12,-4,1,-15,8,-8,2,-14},1)
col,bcol,y=0,0,0::_::y+=1
for i=0,128 do color(bcol+col)
pset(y,128-i+cos(time())*120)
pset(i+sin(time())*120,y)
if(i%32==0)col+=1
if(col>4)col=0end
print("\#0\^w\^t\^=pico-8\0",40,54,bcol+2)flip()
if(y==128)y-=150 bcol+=4
if(bcol>=12)bcol=0
goto _

2
0 comments


Crimson wings

My first postcart!
Pretty simple effect, but interesting enough.

(209 chars)

cls(5) pal({-16,-14,8,-8,2},1) ::_:: 
for i=1,128 do
color(i%2+1)
pset(i*cos(time()*4/i),i)
pset(i,i*cos(time()*4/i))
color(i%2+3)	
pset(i*cos(time()*4/i)+128,i-24)	
pset(i-24,i*cos(time()*4/i)+128)
end goto _

4
0 comments


I am a pico-8 education edition user, and while optimizing my project, I noticed that the text representation of my sprite data and cartridge label contained a ridiculous amount of trailing whitespace in the .p8 file.

I removed the whitespace manually, and reduced the file size of my project from 46KB to 35KB, which is a substantial 11KB reduction, and the file still loaded successfully.

Would it be possible for PICO-8 to avoid writing unnecessary trailing whitespace when saving .p8 files and maybe apply run-length encoding for more compact files? I understand the current implementation may be convenient for editing and parsing, so perhaps this could be an optional compact-save mode rather than changing the default format.

That would be really useful for projects where every bit of cartridge source size matters, and it could also remain compatible with the existing format with the right implementation.

Thank you for your time!

Edit: Added the detail about the file loading successfully.

1 comment


Field

Best viewed in PICO-8 (60FPS, dynamic over very long periods)

(273 chars)

cx=1024
cy=8
layers=768
function _update60()
 z=t()/4
 cx+=.6
 cy+=.03
 cls()
 for i=1,layers do
  ir=i/layers*2
  x=(64+cx-cx*ir+2*sin(3*ir)+abs(i-layers/2)/2)%128
  y=(54+cy-cy*ir+3*sin(2*ir)+abs(i-layers/2)/24)%144
  c=8+(z+y/64+rnd(1.4))%7
  rect(x,y-1,x,y,c)
 end
end

3
2 comments


Nested Pillars :)

(280 chars)

p={}n=0w=cos::_::o=t()/9memcpy(0,24576,8192)cls(3)for y=0,511 do
x=y%16s=y\16mset(x,s,y)p[s-n]={}p[s][x]=mid(x-9+s,1,15)pal(x,8+x*n,1)y/=4z=y/n+o
k=y+(z-w(o)+w(z+o)/2)/4x=64+9*w(z)f=x+32*sin(k)x-=f-32*w(k)+y%2if(x>0)pal(p[x\3.5])tline(x+f,y,f,y,2,y/9,12/x)end
flip()n=128.49goto _

5
0 comments


CMYte & RGBlack

(217 chars)

c={8,11,10,140,14,12,7}for i=1,7 do pal(i,c[i],1)end::✽::h=t()/4.7z=h&1
cls(z*7)color(~z*7)h=h%1
for i=0,2 do
poke(0x5f5e, 240|2^i)l=64/(h*12+i/5)a=t()/2+i/3r=4+h*96
circfill(64+l*cos(a),64+l*sin(a),r)end
flip()goto ✽

4
0 comments


Cart #shaft-2 | 2026-10-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7

Play in fullscreen mode for the best experience!

You are alone on this ship.

Use pipe shafts to explore abandoned structures, avoid the machines of their former occupants and find your way back to your kin.

Don't let what happened to them happen to you.

About

A short adventure game made for Halloween 2026.

This is my first foray into PICO-8, as I wanted to make something spooky for October. It took a little over two weeks to make and ended up being more about the vibes of an abandoned spaceship than anything particularly horrifying, but I had a lot of fun making it!

[ Continue Reading.. ]

7
4 comments




Top    Load More Posts ->