
Hi everyone!! After more than a year of development, I’m incredibly excited to share Ninja Cactus: Escape the Cacti Caverns, a multicart Metroidvania/precision platformer I made with my son, DinoBoy!
Controls:
⬅️ ➡️ = Move
⬆️ ⬇️ = Look Up/Down
🅾️ = Jump
❎ = Shoot Needles
(Additional controls are introduced as you discover new abilities!)
Some highlights:
• 6 upgradeable abilities to discover and master.
• 6+ explorable regions, each with unique environments, obstacles, and collectibles.
• Nonlinear progression, with some abilities obtainable out of sequence (or skipped altogether if you’re skilled enough!).
Hello everyone,
I have a habit of doing:
function open_shop() local selection=0 ::_:: if(btnp(➡️))selection+=1 if(btnp(⬅️))selection-=1 if(btnp(❎))goto exit flip() goto ::exit:: sell_item(selection) end |
its super useful to just stop the game and be able to have a mini loop from anywhere, its just so annoying that the snippet above doesn't actually work, I just wish it would. Here is the way it would work:
function open_shop() local selection=0 local last_⬅️=false local last_➡️=false local last_❎=false ::_:: last_⬅️=btn(⬅️) last_➡️=btn(➡️) last_❎=btn(❎) flip() if(last_⬅️!=btn(⬅️) and btn(⬅️))selection-=1 if(last_➡️!=btn(➡️) and btn(➡️))selection+=1 if(last_❎!=btn(❎) and btn(❎))goto exit goto _ ::exit:: sell_item(selection) end |
See? Btnp() sadly only works in _update() and _draw(), so a weird workaround must be done, over time I made it cleaner but still annoyingly in the way.
[hidden]
function open_shop() local selection=0 local last_button=0 ::_:: last_button=btn() flip() if last_button!=btn() then if(btn(⬅️))selection-=1 if(btn(➡️))selection+=1 if(btn(❎))goto exit end goto _ ::exit:: sell_item(selection) end |

A recreation of the code editor of PICO-8, non-interactive. I will one day try forcing the other editors into a postcart too. I did the pattern editor too but it was around 50 characters too big.
If you spot even an insignificant discrepancy to the real editor, please lmk.
(269 chars)
r=rectfill::_::cls(8)r(0,8,127,120,1)?"⁶.\0ュをシシシん◝⁵ki+ᶜf⁵すf⁶.6cccc6\0\0ᶜ2⁶.アュひュx𝘩\0\0⁶.まま8らスス\0\0⁶.¹り01り¹\0\0⁶.³²²るヌネ\0\0⁶.³⁷¹¹¹\0\0\0",3,0,14 ?"line 1/1³せ3/8192⁵ih=ᶜ6⁵cb_",1,122 ?"printᶜ7(ᶜc゛hello, i'm a postcart!゛ᶜ7)"..(t()%0.5<0.25and"³fᶜ8█"or""),1,9,11 flip()goto _ |

After seeing the post: https://www.lexaloffle.com/bbs/?tid=45648, I just had to take some of the tricks, this is also inspired by the gif zep made some time ago with the maze. funny that I did not know about: _set_fps(infinite), repeat-until and flip(srand(). all of that feels illegal
(346 chars)
_set_fps(120) --and what is this?!??!?!?
--holdframe() what is this?!?!
pal({[0]=8,9,10,11,3,12,14,138,139,135,137,140,136},1)
repeat --what is repeat-until?!?!
for y=0,129,16do for x=0,129,16do
a,u,v=rnd()+t()/5,mid(-8,8,cos(a)*16),mid(-8,8,sin(a)*16)
line(x+u,y+v,x-u,y-v,rnd"16"+a\2)
end end flip(srand()) --why does this work?!?!
until nil
|
Hi Picotron!
Tobio here.
Working on this game for a first Picotron project!
It's a remake of 99 Balls for Picotron, like how Ballz (https://www.lexaloffle.com/bbs/?pid=42828) is a remake of it for Pico-8.
I love that game, and it's simple enough that it makes a good project to get used to a new engine and stuff.
How to Play:
Use the left and right arrow keys to change the firing angle, and use X to fire.
If you hold Z, you can change the firing angle faster.
Changelog
1.1.0
- Added how to play option in start menu
- Added option to view score in start menu
- The game now tracks your high score!
What's Coming
- Option to use the mouse to aim and fire (if you want?)
- Something cool to happen when you clear the stage
- If I can get the online scoreboard to work... an online scoreboard!
- Some way to accelerate the gameplay to save waiting a long time while the balls all return

#DIE FOREVER



THE GAME
|
[64x64] |
Death wants blood, and he's kind of a jerk about it. You play as The Silent Samurai, whose goal is to spill as much blood and collect as many coins as possible until you perish, where you will wheel and deal with Death in his casino and shop to upgrade The Silent Samurai's abilities. Can you escape the endless bloodletting cycle, or will you DIE FOREVER?

Back in middle/high school, my friends and I LOVED the iconic Slime Soccer and Super Slime Soccer flash games by Quin Pendragon and Jens Dahl Mollerhøj, respectively. I have fond memories of hosting tournaments during study hall.
I wanted to give the basic game design a pico 8 twist -- aka adding in a Celeste dash to the core gameplay. I've had a lot of fun with it, and hope that you do too!
CONTROLS:
⬅️ ➡️ run.
🅾️ or ⬆️ jump. You can short hop and long jump.
❎ dash. You can dash in 8 directions.
- You get 2 dash charges. They refill when you land.
- In the air, your first touch of the ball gives you one charge back.
- press ⬇️ + ❎ to slam on the ground to pop up the ball.

Made by flavipix, the_badwolf and Emans
How to play
Z/C: Jump
Arrows: Move
Jump to start
There is a gem for each room. Gems are completely optional.
Info
This game is a 2D platformer inspired by the PICO-8 version of Celeste.
We made this in 2 days for the Trijam game jam with the theme The center of the Earth and updated it slightly afterwards.
- WR no gems: 1:40
- Dev record no gems: 1:53
Itch.io version at https://flavipix.itch.io/the-mine

Port of my Pico-8 implementation of this https://www.lexaloffle.com/bbs/?uid=129982
Recreation of this video by Tsoding: https://www.youtube.com/watch?v=qjWkNZ0SXfo
Pico32 Brawling Beans: Building a CPU Opponent
This is a Dev Blog for Brawling Beans, a game I'm making for Pico32: The Lost Pages, a collection of 32 games made by the PICO-8 community.
For Pico32, I decided to build a Platform Brawler, mechanically inspired by Smash Bros, but aiming for a game feel closer to Nidhogg, Rounds, and PICO-BALL.
The challenge of iterating on a game like this is that in order to tune mechanics and test new ones, I need to build a functioning CPU opponent. While it's possible to iterate through PvP, that would require constantly having to bother my friends -- especially since Pico-8 only supports local multiplayer -- but more importantly, the vast majority of people who play Pico32 are going to be playing single player, so building mechanics that are fun in PvP and hoping I'll be able to make them work well with the CPU later is setting myself up for failure.
This is a game where you place colored buckets under an art piece and collect its pixels. Only the pixels on the bottom-most row are collected by the buckets running under the art piece.
Rules:
1.A full bucket reaching the end of the conveyor belt gives 100 points.
2.If you finish collecting pixels of a specific color, you get redacted points for empty space in each of the buckets of that color. More points are taken away emptier the buckets are.
I've been wanting to make a sand simulation for a while, and figured PICO-8 would be the perfect platform for that. Simulation budget is capped to 3072 pixel updates per frame for performance reasons, but it works fast enough that makes no difference in practice.

Fetch! 🎾
This is my very first game! It stars my Shiba Inu, Arya, who loves fetch almost as much as she loves ignoring me when a bird shows up.
Get the ball at the end of each yard and bring it home before birds, squirrels and the occasional flying nut break her focus. Every level is randomly made and gets longer and tougher as you go. How far can you get?
Controls
- Arrows - run
- Z - jump
- X - bark: scares birds and sends squirrels up their trees, but she'll drop the ball!
- Stand still to sit and calm down
- Treats refill her focus, so save them for the trip home
I'd love to hear what you think: what felt fun, what felt unfair, and anything that broke. All feedback helps.
Things to tune, all in _update:
> Event timing: et==0, 12 and 40 are when the two thumps and the collapse fire; wait=120+rnd(120) is the rest between events.
> Strength: kick(-.16,.06) sets how hard and how unevenly it caves in.
> Bounce: the spring lines .08 (stiffness) and =.88 (damping, lower settles faster).
(291 chars)
pal(split"1,140,12,13,141,2,136,14,143,137,4,15,138,139,131",1)::_::cls()f=t()p=f%7k=max(3-p)for m=0,35 do s=sin(m/70)c=cos(m/70)r=56+6*k*sin(p+m/200)for j=0,34 do a=m/3.14+f/23+j/35y=s*sin(a)circfill(64+r*s*cos(a)+rnd(k),64+r*.7*(y+c)+rnd(k),1.4+y,(f%1.5*60+j)*m/6%15+1)end end flip()goto _ |





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