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I looked back when i purchased PICO-8 and i am surprised that i had it since Christmas 2015, and it has been quite 4.7 years since i had it around just to play a lot of games. Having it see evolve i was impressed for it to have reached a stage where it improved the interface (and specially the music interface which included sound effect instruments.). The music back when it was released wasn't too awesome as it sounded but now it seemed like the possibilies are enhanced.

By the way, doesn't PICO-8 have plans to expand their system capabilities to include new major features such as proper sampling, more music channels, etc. (likely inspired from the NES' japanese expansion chips which contained extra audio channels, a popular example being the VRC6 which included two pulse channels with a larger set of squares and a Sawtooth channel) even if actually they might be impossible. Probably since we've come to this point there's hardly anything i can think that would be needed, but Pico-8 is quite on the right track and ready to have something amazing done on it.

Anyhow, i came to PICO-8 to actually just make music covers in the end, that's a passion i had since i binge-listened on vg music too much and the use of FamiTracker made me a living out of music trackers than piano rolls.

P#80776 2020-08-14 16:41

I have always wanted to get into programming, at least to some extent, but never really got into it. It always felt so daunting, and I didn't think I had a "programmer's mind". That is, until recently, when my brother showed me PICO-8 and I was sold. I grew up in the 80s/90s, so the aesthetics and concept of PICO-8 obviously appealed a lot to me! It kind of felt less scary to dive into this.

I've also always been fascinated by the demoscene and the amazing demos that have been made throughout the years. The tweetcarts of recent times are also incredible.

Anyways, this thread is intended to sort of be a personal PICO-diary of sorts, where i intend to post my (very) basic concepts and ideas as I learn to crawl. I am very much a newbie at this, so don't expect crazy things :D


P#80754 2020-08-14 15:07

just copy of Celeste (https://www.lexaloffle.com/bbs/?tid=2145) where buttons for UP and DOWN are switched.
just for the purpose of playing on iPad with Xbox One controller, where the buttons are switched natively (don't know why, this is easiest workaround i can think)

Cart #kfndate-0 | 2020-08-14 | Code ▽ | Embed ▽ | No License

P#80740 2020-08-14 09:00

Hello. I got Pico-8 back several years ago when it was pretty trend and i enjoyed the vast amount of content the community created. I got it back when i was on the first stages of programming in GameMaker: Studio (until however i stopped after not being able to easily think deeper on what to do.) I am also an addictive video game music fan whom actually has been continously listening to them for a bunch of years before GameMaker.
However, since i can't get the hang on the programming side of Pico-8 i messed around on the sound interface. I had tracker music experience back when i used FamiTracker, so it was easy for me to interact with the tracker interface, however, the Pico-8 tracker was something, it was so limited i can't easily make dope instrumentation with it. All i did was just a bunch of incomplete covers that sounded quite lame to me, but it was a likeable experience.

While i still play around with Pico-8's game carts, i once again came back to the music interface and discovered that i could use SFX instruments as i've seen on some game around. Even with the 64 sfx slot limits, i managed to whip up a (reduced) cover of one of my most listened videogame soundtracks. Well, i've only done the first half of the original because of the limits (all the slots are occupied just as expected!). I could do more, i really like using the music interface.

P#80738 2020-08-14 08:02 ( Edited 2020-08-14 08:03)

Cart #web-1 | 2020-08-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

My second ever cart. A result of me messing around with rotating objects.
Cart #web2-0 | 2020-08-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

A version that's collapsing in on itself.
Cart #blackhole-0 | 2020-08-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

The experiment that these came from.

P#80737 2020-08-14 06:34 ( Edited 2020-08-14 06:47)

Is multiple assignment possible within a table, e.g.


When I do that, for some reason the timer value is returning nil.

Or, is there a limit to the number of multiple assignments? I am currently setting 16 variables to zero.

P#80734 2020-08-14 00:57 ( Edited 2020-08-14 01:09)

Cart #wip_ma_20200812-3 | 2020-08-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Howdy again.

Here to give you some updates on the game so far.

I've managed to save a fair amount of frames by not worrying so much about
keeping information in tables and moving data to the global namespace. What I
mean by this is instead of something like "nested.table.variables" instead
I go with "global_namespace_variable". Using the latter method will save
me lots of tokens. I've managed to add content and I'm actually lower than
my last count in the previous post (5931/8192).

The intro is pretty much done, so now all that's left is to work on gameplay.
Currently there's a test stage. You can't control the player just yet, but
it's next on my todo list. Instead you can pan the camera across the stage.

I was aiming for a huge overworld with a map you could check on, but I guess
instead I'll make it simple and keep the game stage-based, which should help
keep my token count within reason. Each stage can have multiple rooms of
varying length. I may even see about making the rooms loop horizontally, since
the game takes place in a tower.

The test area is currently manually mapped out just for visual purposes.
The parallax looks okay, except when moving slowly. In this test you can see
that I had some trouble lining up the building interior with the foreground,
but it really doesn't look all too good even if it is lined up right. I could
probably do some coding magic to alter the background tiles to interior, or
maybe I just won't be bothered to go to that extent.

Oh, also, there's a secret if you hang around long enough on the "MAGUS AORA"
title screen. :]
P#80709 2020-08-13 13:21 ( Edited 2020-08-13 13:36)

Cart #sinisterworm-0 | 2020-08-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

I'm super new to PICO-8 and coding in general, but I accidentally created a very sinister looking worm, so here you go.

EDIT: I made a snake version.

Cart #sinistersnake-0 | 2020-08-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

P#80706 2020-08-13 11:46 ( Edited 2020-08-13 13:34)

Cart #munro_tweetcarts-2 | 2020-08-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

All my tweetcarts in one cart, accessible from a unified menu. Will update as I create more.

Menu Controls:

  • Up and down to navigate menu
  • X to run selected tweetcart
  • Enter and select Reset Cart to return to the menu, or Ctrl-R for quick reset.

What is a Tweetcart?

Tweetcarts are Pico-8 programs written in 280 chars or less (the size of a tweet!).

The label image (Eclipse) is just this code snippet:

circfill(63,63,10,0)pal({129,1,130,2,136,8},1)::_::circ(63,63,10,7)x,y=rnd(128),rnd(128)a=atan2(x-63,y-63)c=pget(x,y)if c!=0then
c=rnd()>.9and c-1or c
goto _

Since their so small (even by Pico-8 standards) it's possible to fit them all in a single cart!

Special Thanks

  • Michał Rostocki for their amazing tweets and a bevy of techniques.
  • Marta Fijak for their lovely tweetcart tutorial series and tweetcarts.
  • Zep for creating this wondrous artform.
P#80703 2020-08-13 05:25 ( Edited 2020-08-13 22:57)

Cart #dungeon_witches_minimal-0 | 2020-08-13 | Code ▽ | Embed ▽ | No License

Hi, I'm doc1oo. I have just uploaded the cartridge for the first time! :)

Two weeks ago, I completed my Rogue Lite game "Dungeon Witches" and started distributing it on itch.io.
I've always wanted to post a cartridge to the Cartverse, but it was far beyond the capacity of one cartridge on the pico-8, so I couldn't just upload it.

So, today I made the super minimum version from completed version!
The story demos, all of texts, helpful features and tutorials, and directing are all left out, but data of graphics, sounds, maps, and core of the game is same. Perhaps you will get the experience of confusion that like a naked second-hand NES game without manual.

And if you are interested, please check the completed version. (Not known to most people yet, even pico-8 users!)

Thank you!

P#80695 2020-08-13 02:31 ( Edited 2020-08-13 02:47)

Current Development

I'm building a relationship between NPCs and area map connections.
These are mainly for the latter 8 areas.
(The "keys" that NPCs have might be easier to understand.)

This game has a combined total of 16 areas.
There are also useful items that will help you move through such a large world.
These items can be found at the end of the first half of the game.

Then, the image below shows the map of the first half of the game.

Reduced map for 8 areas

Most of the maps are over 128*128 cell size.
The aspect ratio varies from area to area and the structure is challenging to explore.
Once you get your "KUWAI", use it! You can look around the entire area.

Actual map display

An animated tile is provided in each area.
These tiles bring about the effect of the wind.
You can use "PERSNIP" to change the wind (flow).

Awaking bells

The status limit is relaxed when you earn a BELL.
When you earn bells, the status limit is relaxed.
Bells can be earned by eating with NPCs when your friendship is somewhat higher.

The higher your status, the less items you'll have to wear out or take time to move around.

The color of the BELL is the color of the POT

Acquiring a bell of the same color (material) will have no effect.
You may be able to get bells of a different color from a different NPC.
The color of the pot and the color of the bell are the same; check it when you help the NPC.

Updated KONSAIRI trial version!

The performance of the action part has been improved!
Download a playable file here.

Have fun in a small and wide world! ;)

P#80624 2020-08-13 02:27 ( Edited 2020-08-13 09:48)

Cart #bobumayuto-1 | 2020-08-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

[SHOCKING] Local Man Uses Obscure Meme To Test Raycaster

P#80681 2020-08-12 19:46 ( Edited 2020-08-13 13:55)

Cart #picogolf-1 | 2020-08-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

picogolf (currently) contains a single 9 hole course featuring a range of par 3, 4 and 5 holes. There are no settings, nothing gets saved, if you wanna play again, just reload the page.

It actually started out as a simple breakout clone... I'm not really sure what happened but here we are, I've had a great time working on it and I'm quite pleased with myself for actually finishing something for once.



while aiming...

left and right to aim
hold up to zoom out
press down to cycle through clubs
press X to cycle view modes between close up aim, distant aim, whole course and pin
press Z to start your shot

while preparing a shot...

press X to cancel if you haven't already started a shot
press Z to start your swing
press Z to indicate the power of your shot
press Z again to to set your shot accuracy, aim to be as close to the green marker as possible

while driving...

left and right to steer
hold Z or up to accelerate
hold down to brake
park up near the ball to take another shot

P#80676 2020-08-12 18:45 ( Edited 2020-08-13 14:05)

Pico-8 occasionally seems to forget to select a new line if you've copied something and then create a new tab. Because there is no line selected, pasting seems to crash it

Most of the time a new line is selected after creating and switching to a tab, but occasionally it doesn't. I was able to reproduce although unsure if there's another step (may have to do with switch tabs or alt tabbing).

P#80653 2020-08-11 22:28 ( Edited 2020-08-11 22:28)

Cart #mzapibanu-0 | 2020-08-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
Retro racing game for pico-8.
Easy drift operation with some control button.
This software is TLINE practice project.

accelerator--- zkey
blake--- xkey
leftturn--- left arrow key
rightturn--- right arrow key
nitro boost ---- up arrow key

Only time attack mode is possible now.

P#80641 2020-08-11 19:13 ( Edited 2020-08-13 14:35)

Cart #cubg_dungeon-3 | 2020-08-14 | Code ▽ | Embed ▽ | No License

An untitled work in progress dungeon game for LOWREZJAM.

Find the exit to move to the next floor.

After each floor a shop will open where you can buy things.


  • Red cubes move randomly
  • Green cubes move horizontally
  • Blue cubes move vertically
  • Bombs explode and deal damage when the red and white lines touch
  • Sneks stay still and hiss sometimes. If you move into a tile near the snek while it is hissing it will bite you.

To Do

  • Make a name for the game (or just leave as Untitled Dungeon?)
  • More enemies
  • Proper HUD
  • Title screen



  • Changed player sprite slightly
  • Made enemies have more variety ad you move through floors
  • Added snek. It sometimes appears after breaking a pot
  • Fixed enemies dealing 3 damage instead of 1 if a bomb appeared
  • Player now bounces back after breaking a pot
  • Bombs can damage enemies
  • Updated map to show room exits
  • Made spike traps less common
  • Hopefully fixed a bug that would cause the exit to be placed off the map
  • Changed dungeon generation to make larger dungeons as you go down
  • Added a shop after each floor


  • Changed colour of walls
  • Made floors start on the space the last one ended at
  • Added particles
  • Fixed a bug where spikes would kill you instantly
  • Changed map screen
  • Added game over screen
  • Bombs can break pots
  • Added HP display


  • Added player sprites
  • Added bombs that sometimes appear when a pot is broken
  • Added a map screen
  • Added HP bars for enemies


  • Release
P#80625 2020-08-11 09:30 ( Edited 2020-08-14 15:30)

Cart #wip_ma_20200811-0 | 2020-08-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Some new things in this WIP since the previous version:

* Added compressed slide data and slide module. This can fill the playfield
  with a static slide. The slide data is kept as a hex string, so each char
  can hold two pixels (with values 0-3). The playfield is 112x64 pixels,
  meaning that each slide is 3584 characters long. Decompressing and drawing
  the slide once to the screen probably takes more than a whole tick, but I
  was expecting it to be a lot slower. Win win!

That looks like this, for no one asking:


* The code's been slightly overhauled in the backend. Some minor speed
  improvements and token saving. I'm really worried about hitting the max
  token amount because I'm already at 6020 / 8192. I'm nowhere near the
  character limit, so the slides mentioned above can hold lots of data while
  barely affecting the token limit.

* Attempts to keep things as modular as possible is saving me from duplicating
  a lot of code for no reason. There's always going to be exceptions, though.

* IF/ELSEIF/ELSE branches are slow when you use them frequently on every tick,
  so plans to swap those out for function references are in the works.

* Sorry for no actual gameplay. I plan to use cheap point-in-rect collision
  detection for whole-pixel movement and not worry so much about subpixel
  stuff. Velocities for actors will still retain floating point precision,
  but actors will "inch" pixel by pixel for the amount they need to move, and
  stop moving if they happen to collide with a world tile. It's simple and
  effective when moving small distances. Since the screen's resolution is
  already pretty small, and things won't move faster than 2-4 pixels at a
  time, I believe this is a great route to take.

* I want to maintain a constant 60 FPS throughout the whole experience, so
  there are going to be some corners I'll need to cut later on. The HTML5
  version chugs pretty bad on my Android device when I'm using per-pixel
  shading (the diamond effect, additive strips on the main menu and intro,
  etc). This causes the drawing FPS to drop to 30 FPS while logic is still
  kept at 60, and it's pretty evident that this can cause some issues with
  areas of the screen that don't clear/update frequently.

S'about it for now.
P#80622 2020-08-11 07:36

Cart #horde-0 | 2020-08-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


a survival deckbuilding game

This game was made for the 8-Bits to Infinity "turn based" game jam and is my first completed pico8 game.

The world as you know has changed. The zombie apocalypse has begun. Will you survive?

This is a solo deck building game. The cards you are dealt won't get you very far. Use the survivors to scavenge for weapons, items, and find other survivors in hopes of fending off the impending zombie horde. You have 20 turns to accumulate as much firepower and support as you can.

Play Action cards to gain an advantage, Survivor cards to scavenge better cards, and Weapon cards to attack the zombie horde.

P#80604 2020-08-10 17:21

Cart #virus_attack-2 | 2020-08-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Made for LowRezJam 2020

P#80593 2020-08-10 10:12 ( Edited 2020-08-12 15:58)

Cart #cliffside-0 | 2020-08-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

A level mod for Celeste.
Contains 30 new levels and more!

P#80574 2020-08-09 22:30
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