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Have you ever wanted to make your Picotron backgrounds random?

Well now you can with "RandPaper"! All you have to do is run it with the argument install and it will install to your startup.lua automatically so you get a new background on startup, or if you want to try it once just run it. Its config file is found in /appdata/randpaper.pod.

Cart:


Cart #randpaper-1 | 2026-11-07 | Embed ▽ | License: CC4-BY-NC-SA


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First attempts on learning 3d (inspired by the blurry image on zeps profile banner)

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Did you know? Patrick Star's cells are tiny Patrick stars happily floating in plasma.

(299 chars)

function _update60()
cls(15)
for m=0,29do
w=m\6*33
v=m%6*38-w/2
o=t()*.8*(m%2-.5)+v/64
q=.2+sin(t()+m/4)/30
for a=-q*2,q*2,q do
for d=2,16do
c(v+cos(o+a)*d,w+sin(o+a)*d,7-d*.35,14)
end
end
for n=-3,1do
d=n*3+15r=2a=o
if(n>-2)d=9r=0a=o+n/40
c(v+cos(a)*d,w+sin(a)*d,r,14-n%2*12)
end
end
end
c=circfill

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Experimenting with a cel-shaded style. The inverse hull is baked into the model using a solidify modifier in blender. It's a bit glitchy but I kind of like that.

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This function replaces an sfx slot in a given music/pattern. Useful for dynamically changing music, making drum machines etc.

This function will also turn the channel "on" for you.

function replace_music_channel(music_id,sfx_id,channel_id)
	target_channel_offset=channel_id
	pattern_addr=0x3100+music_id*4
	goal_addr=pattern_addr+target_channel_offset
	poke(goal_addr,sfx_id)
end

Call it with a pattern id(0-63), an sfx slot(0-63) and the channel id to change (0-3).

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One of my entries for PICO-32 has sokoban-esque puzzles where the player has to push boulders to get to certain chests. Getting these boulders to work just right was a learning experience. The main problem is not the pushing, but knowing what was under a certain boulder after it's been pushed and restoring that tile to the correct tile.

There is an easier solution that I stubbornly ignored:

I could have gone a more token-expensive route and just treated the boulders as objects, but that would have meant writing another token-expensive collision function. I instead opted for map-based boulders with it's own animation state to display the "being pushed" part.

Being stubborn has taught me new tricks:

I had my mind set on NOT creating objects for these boulders and instead just relying on the map to save their position. The game checks the two tiles ahead of the players position, and if it finds a boulder followed by a walkable tile it initiates the push. I started by saving the boulders position and the tile it has been pushed to. That created a problem though. If there was more than one boulder I would have to create a boulder object for each of them, and I had my mind set on not doing that.

[ Continue Reading.. ]

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im not announcing a release date but i can confirm that its gonna be a lil toolkit that* i will (hopefully) use but im not gonna confirm anything yet, i will announce updates over time and dont be suprised if i end up canceling the project and releasing early src... i have a tendancy to do that when i announce a project and realise how much i put on the projects goals, currently my goal is to just make pico-8 code editing a tad bit easyer

-- upd1 - fixed a typo

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Andy's Arcade Presents
CROSS ROADS MAZE RUNNER.
Controls:

Cart #deduwenera-0 | 2026-11-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

PLR1: Controller or

keyboard Arrow keys to move and "N" to fire. "M" for menu

PLR2: Controller or

keyboard "E" , "S" , "D" , "F" to move and "TAB" to fire. "Q" for menu

While in players menu: press up and down to view options

and press right to purchase.

Press "Enter" to pause the game.

Aim of the game:

Navigate your way around 16 mazes filled with 9 different creatures each with its own skills to take you out.

Armed with a pistol with recyclable bullets, you start your quest in a labyrinth with unfriendly monsters. As you shoot and blow apart each foul creature many colored pixels fly everywhere. As you pickup these particles, they become useful in crafting a range of tools. At the end of each round you get a chance to do damage to the maze by calling in an air strike. Once all mazes have been neutralized you will have completed your quest.

This game idea came from memories of playing the C64 game Cross Roads and Cross Roads 2. Pico 8 seemed like a good platform to make a similar game. Enjoy.

This game is not complete.

Other Tittles from Andy's Arcade.

https://andy67.itch.io/space-invaders-co-op

https://andy67.itch.io/elevator-action-pico-8

https://andy67.itch.io/hexplore

https://andy67.itch.io/marble-effect

https://andy67.itch.io/supermarket-skid-masters

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Cart #cozyghostgames-0 | 2026-11-06 | Code ▽ | Embed ▽ | No License
4

This pico-8 demo features the main combat loop. Progression loops, RPG-esque elements and meta game content is planned but not in this demo. This is just all action baby! All content is work-in-progress and not final. Select single or 2-player mode. Should work with most game pads, though the button mapping between controllers is anyone's guess. On keyboard the basic attack is X and the super spell, once acquired is Z. Movement is the up and down arrow keys.

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Cart #pondsim-0 | 2026-11-06 | Code ▽ | Embed ▽ | No License
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This is a project I made a few months ago. Original post (from reddit) below:

'Inspired by the pico 8 game I found on the 'splore page 'tad' and dedicated to my partner as a birthday gift, I made this little pond simulation!

Pond Sim is a basic simulation of a pond ecosystem, with algae, small herbivore fish which eat the algae and large fish which eat the smaller fish.

Poke around here!'

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Cart #flocksim-0 | 2026-11-06 | Code ▽ | Embed ▽ | No License
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This is FlockSim, a tiny simulation of a flock for inside your computer.

The flock is simulated using a boids algorithm. The various meadow effects are mostly variations of combining and subtracting different sine waves. There is even a little doggy! They wander around and chase after sheep occasionally, but will also go where you click!

Enjoy!
Feedback welcome.

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Nested squares 🟩🟦

Inspired by Georg Nees' Untitled (1972), from the Art ex Machina portfolio.

(270 chars)

pal({140,131,11},1)t=0
::_::u=t\1cls(12)srand(1)for i=0,120,8do for y=4,124,8do x=(i-u+4)%128-4a=u/90+sin(y/128+u/180)/5+rnd(.5)for r=3,1,-2do c=sin(a+rnd(.2))for k=0,128,128do rect(x+k-r,y-r,x+k+r,y+r,mid(1,3,6.4-c*3-(x+k)/16))end end end end t=(t+.25)%5760flip()goto _
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Cart #manbomber_plus-3 | 2026-10-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Intro and Credits

This game is an extension of the original work made by Fresh-D and maaax published under MIT license on Github.

The main difference of this version is that you can play agains CPU to a max of 4 players.

To make space to the added logic the game became a multicart, and with the increased space I included some extras like the items description.

How to Play

This is an homage to a classic arcade game where the goal is to drop bombs and eliminate the other players.

[ Continue Reading.. ]

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Cart #reriwihare-0 | 2026-11-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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It’s just a small game with no real meaning. Break stones, upgrade the drill, blow things up, and melt things with a laser. But keep an eye on the fuel and money so you don’t end up in a dead‑end situation.

Controls:

Arow keys — Move,
X — Menu,
Z — Use tool (tap for dynamite, hold for laser).

Have fun digging!

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has_circularity() (at /system/lib/fs.lua:1343) currently iterates over tables using pairs(), which can be taken advantage of by adding a __pairs metamethod to the passed tbl. this bug affects pod() and store() (probably others, pairs() by itself is evil!).

this is guaranteed to cause a segmentation fault (on linux at least):

local tbl = setmetatable({}, {__pairs = function() return function() end end})
tbl[1] = tbl
pod(tbl) -- crash!

this can be fixed by replacing /system/lib/fs.lua:1347 with for k, v in next, tbl do (I think). according to z8lua's source, pairs() uses next() for iterating, so this shouldn't break anything.

fix can be tested by running this (for pod()):

local function has_circularity(tbl, ancestors)
	ancestors = ancestors or {}
	if (ancestors[tbl]) return true
	ancestors[tbl] = true
	for k, v in next, tbl do
	    if type(v) == "table" then
	        if has_circularity(v, ancestors) then 

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=199004#p)
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I'm a software dev. Like anyone else in the field, AI has changed my job very quickly. I was looking for something to goof off with on the side so I could exercise my coding muscles and I stumbled on pico-8. This is my first attempt. I'm not really familiar with lua but I'm excited to learn all the tips/tricks/optimizations. Give it a play if you want. Feedback/suggestions greatly appreciated. Happy hacking.

Cart #finoyumewe-2 | 2026-11-06 | Code ▽ | Embed ▽ | No License
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Progress

Best viewed in PICO-8 (60fps)

(283 chars)

cls(3)e=132f=▤ n={}function _update60()if(f%240<1)add(n,{rnd(e)\6*6,f*f\3*3,f})
f+=1for n in all(n)do d,u,c=unpack(n)i=c/🐱*2*f\1⬅️,➡️,⬆️,⬇️=d-i,d+i,u-i,u+i o(d,⬆️)o(⬅️,⬇️)o(➡️,⬇️)end if(f<0)run()
end function o(n,f)?"ᶜ7⁶.⁶ᶠ⁶\0\0\0\0\0³8ᶜ6⁶.\0\0¹³²\0\0\0³aᶜd⁶.\0\0²³¹\0\0\0",n%144-2,f%e-3
end

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for i=1,16do for i=24576+rnd(4),32767,rnd(4)do poke(i,@i>>1&113)end flip()end

Use like this:

if btnp(X) then
 for i=1,16do for i=24576+rnd(4),32767,rnd(4)do poke(i,@i>>1&113)end flip()end --fade stops entirey program
 next_level()
end

Preview:

About:
takes each byte from screen memory and performs (byte>>1)&0b1110001 to lower the colors, inspired by:https://www.lexaloffle.com/bbs/?pid=197936#p

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Cart #cozinhaassombrada-1 | 2026-11-05 | Code ▽ | Embed ▽ | No License
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