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This is a combined feed of all Lexaloffle user blogs. For Lexaloffle-related news, see @zep's blog.

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:: Unfold ::

This is my first PICO-8 cartridge.
There are still some problems, but I decided to complete it once for now.

Cart #way_home-1 | 2023-03-13 | Code ▽ | Embed ▽ | No License

This is a game in which you control a stickman to avoid spikes and birds.
Inspired by Chrome Dino.
BGM was borrowed from 般若's MIDIの里 and used with denote.

Jump to avoid spikes and avoid birds by sliding.


  • Left&Right: Move
  • Up/O: Jump
  • Down: Sliding...?

Current issue

  • There are times when the placement is absolutely unavoidable. (Serious problem)
  • The placement of the spikes follows one pattern to some extent. (spike-->spike-->(spike)-->bird)
P#127070 2023-03-13 10:16
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Cart #gampong-0 | 2023-03-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

This is a pong clone I was working on over the winter break but had to stop on once my college semester started up. I just finished it and I hope you enjoy!!! Also, hats off to Lazy Devs for getting me into pico-8 development.

P#127033 2023-03-12 16:43
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not a game, not interactive. just an animation. the header for this section claimed to appreciate curiosities :)

it's within a month or so of easter here in the united states, and being within a month of a holiday means retailers are all keen to sell varying confections with absurd sugar contents vaguely themed after the season. "peeps" are a hallmark of this time of year for a lot of people, as a result. they're little marshmallow sweets with what amounts to a pure sugar coating on them. they usually come in packs of 4 or 8, and are shaped like small animals, typically bunnies or chicks (baby chickens...). i don't think they're often widely distributed outside the united states and canada.

there's a recurring urban rumor i hear every year that claims that peeps have their little eyes burnt on with lasers at the factory after they're formed. sadly, this isn't true, but the rumor continues circulating nonetheless. i was talking about this with a friend, and decided to animate a little view into the hypothetical peep factory where the peeps are granted their faces.

Cart #kwapospu-1 | 2023-03-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

edit: removed printh calls. oops. learned something new today.

P#127023 2023-03-12 09:04 ( Edited 2023-03-13 20:32)
:: Unfold ::

Collect all the fruits without getting caught by ghosts.

Cart #hanuzetayo-0 | 2023-03-12 | Code ▽ | Embed ▽ | No License

I made it in this stream (Japanese): https://www.youtube.com/watch?v=oaiCGPfdn9M

P#127011 2023-03-12 03:16 ( Edited 2023-03-12 03:20)
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Cart #fnap_12-2 | 2023-03-13 | Code ▽ | Embed ▽ | No License

P#127010 2023-03-12 02:42 ( Edited 2023-03-13 02:00)
:: Unfold ::


I'm currently working on my custom editor to edit tiles in one of my game, using reload and cstore functions from another cart. But there's something I don't know how to do. I want it to detect if the other cart is present when I launch the editor cart, and output an error message if it isn't. Can someone help me?

Thanks in advance


P#127003 2023-03-12 00:04
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There seems to have been a change in the virtual cpu cost of +=

Previously, in 0.2.4b, both x=x+y and x+=y cost 1 cycles.
Now, in 0.2.5g, x=x+y costs 1 cycle while x+=y costs 2 cycles.
(Where x and y are locals)

The same happens with other operators that cost 1 cycle, e.g. -=/- and &=/&

This feels like a bug since I wouldn't except x+=y to be costlier than x=x+y

Below code shows the perf. difference.

function testme_calib(name, func, calibrate_func, ...)
  -- based on https://www.lexaloffle.com/bbs/?pid=60198#p
  local n = 1024

  -- calibrate
  local unused -- i am not sure why this helps give better results, but it does, so.

  local x,t=stat(1),stat(2)
  for i=1,n do
  local y,u=stat(1),stat(2)

  -- measure
  for i=1,n do
  local z,v=stat(1),stat(2)

  -- report
  local function c(t0,t1,t2) return(t0+t2-2*t1)*128/n*256/60*256*2 end -- *2 for 0.2.x

  local s=name.." :"
  local lc=c(x-t,y-u,z-v)
  if (lc != 0) s..=" lua="..lc
  local sc=c(t,u,v)
  if (sc != 0) s..=" sys="..sc


function testme(name, func, ...)
  return testme_calib(name, func, function() end, ...)

testme("+", function(x,y) x=x+y end, 1, 2)
testme("+=", function(x,y) x+=y end, 1, 2)

P#126995 2023-03-11 20:30 ( Edited 2023-03-11 20:31)
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Cart #mashmachine-4 | 2023-03-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

A simple little mashing game that I made.
Mash as fast as you can to get a high score. Although there's only 15 seconds on the clock, so good luck!


❎ - Mash
🅾️ - Start Game


Shake Effect by @Krystman

P#122916 2023-03-11 18:36 ( Edited 2023-03-22 04:42)
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Cart #crossgunrinfinite-8 | 2023-03-23 | Code ▽ | Embed ▽ | No License


Hey All!

In Release 1.7 I have immortalized winners from my recent caravan competition :) They will forever be in this game now!

Also I have fixed options movement in Level 20 and later, there was a bug causing options beyond 20 to be stuck to the middle of the screen ( they now move as they should along with the other dozens of options in virtual insanity... the way it should be )

I believe this will be the last update unless another bug is found. Thank you to SquidLight yet again for his guidance on tokenizing my code so I could fit in the caravan winners.

Time to take a short break from devving!

~May your crossguns generate enough EX to cancel your daily evils~


This is my take on an "endless" infinite game using crossgunr as a basis... and learning more about design and coding in the process... hit the token limit about a thousand times... thanks to lazy devs discord warriors for helping me through, you know who you are!

Final Caravan scores:

P#126981 2023-03-11 15:31 ( Edited 2023-03-23 14:21)
:: Unfold ::

Hi! I am a little new to PICO-8 and I am trying to make a Flappy Bird clone as it is one of my all time favorite games. I am having trouble on just one thing, pipe rendering. I have the top and bottom pipes working, but when I try to put the other pipes going up and down to the screen, it screws up. Can anyone help me? (Sorry for no cartridge image)

Cart #mahigiwsu-0 | 2023-03-11 | Code ▽ | Embed ▽ | No License

P#126980 2023-03-11 14:50
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Cart #zadoferifa-0 | 2023-03-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

P#126977 2023-03-11 14:14
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Bonjour à tous les picoteurs et picoteuses^^
Voici un lien vers ma chaine youtube dans laquelle je réalise notamment quelques vidéos sur pico8. De nombreuses autres sont prévues donc n'hésitez pas à aller voir pour soutenir la chaine.
Et soyez bienveillant hin, je suis professeur en informatique, pas youtubeur professionnel ^^.


P#126974 2023-03-11 13:38 ( Edited 2023-03-11 13:39)
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P#126969 2023-03-11 11:50
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Cart #defender_x-2 | 2023-03-15 | Code ▽ | Embed ▽ | No License


Developing this game would have not been possible without the aid and support of the "Lazy Devs Academy" Community. Helping me with anything I asked, and encouraging me to move forward, notably, "Aktane", "otto_piramuthu", "LouieChapm" and "SquidLight". Through their own strengths they have helped me reach to where now this game exist. My gratitude goes to them. A very special thanks to "Krystman" for fostering such an invigorating community of creators, teachers and learners.
And as always, my unending thanks to epicheezeness, for all your support, attention and direct contributions.

Defender X v1.1 - The 60FPS update


  • Adapted the game to work in 60 FPS
  • Added a AoE damage effect surrounding the "Powerup - Laser" when being used
  • Now, bosses are affected by the "ceasefire effect" bombs have (no projectiles are shot)
  • Now, you can use bomb while on ceasefire
  • Added a "No-miss" bonus score
  • Changed: "Palette 7" now unlocks when you "Reach the boss without having lost any lives"
  • Added a new caravan wave

Quality of Life:

  • Increased IFrames (invulnerability frames) after death (from 60 to 135 frames)
  • Added IFrames on bomb use (120 frames)
  • Increased frecuency boss on-hit flash
  • Display extra bomb. ("+" if the player has more than 2 bombs)
  • The Explosion FX (when an enemy is hit) now inherits the momentum of the enemy which causes it

Other Fixes:

  • Fixed a typo in the word "palette"
  • Fixed a typo in the victory message
  • Fixed a bug that made the game lock after staying on the death screen for too long
  • Fixed enemies no flashing when hit


Thanks to Aktane, FReDs72, Squidlight, Heracleum and AgentAPM for the pointers for things to fix and improve.

P#126959 2023-03-11 10:03 ( Edited 2023-03-15 18:43)
:: Unfold ::


This morning after startup eset32 marked and deleted pico8.exe as suspicious. It is probably an error on their side. I had it installed for some time and came out of the blue.
Should i report a false positive?


P#126958 2023-03-11 09:21
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Cart #stringtospritereader-0 | 2023-03-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

I saw some cartridges had large images that would take the whole space of the spritesheet. To prevent that, they use strings to store data.

The bugs:

  • For some reason, the image contains black pixels at the left


  • Q: 0
  • W: 1
  • E: 2
  • R: 3
  • T: 4
  • Y: 5
  • U: 6
  • I: 7
  • O: 8
  • P: 9
  • A: 10
  • S: 11
  • D: 12
  • F: 13
  • G: 14
  • H: 15

Special characters:

  • J: New line
  • K: Space

An example of a string that generates the PICO-8 colour palette

P#126955 2023-03-11 08:34
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Hi all! I'm a long-time lurker but this is my first time posting.

For a while now, I've been tinkering with a Gomoku (Five-in-a-Row) game for PICO-8 with a basic but entertaining AI player.

I'm quite a fan of the Gomoku Narabe Renju game for Famicom (essentially the same game with slightly more complex rules), and originally, I started out to make a version of that. But as usual, it was becoming larger in scope than I was comfortable with. So to actually make progress I decided to simplify things a lot.

Ultimately, this version is a regular game of Gomoku that uses the Long Pro opening rule and requires exactly five stones in a row to win (ignoring six or more in a row). Each game consists of a tournament with a minimum of five rounds. The winning player is the one with more than two wins over their opponent.


Z: Start/Place piece
X: Surrender round
Up/Down/Left/Right: Select an intersection

I hope you enjoy the progress I've made so far. There are most certainly bugs that I haven't ironed out yet. So if you think you've come across one I'd love to know!

Cart #gomoku_1_vt-0 | 2023-03-11 | Code ▽ | Embed ▽ | No License

P#126953 2023-03-11 07:28 ( Edited 2023-03-11 07:44)
:: Unfold ::

Day 4 - some simple backgrounds, fixed high scores and initial setting, updated menus, added some fxs

Cart #star_collector-3 | 2023-03-14 | Code ▽ | Embed ▽ | No License

P#126947 2023-03-11 04:48 ( Edited 2023-03-14 20:45)
:: Unfold ::

Cart #calico-4 | 2023-03-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Select a single patch tile from your hand and sew it into your quilt, then draw another patch into your hand from the three available. If you are able to create a color group, you may sew a button onto your quilt. If you are able to create a pattern combination that is attractive to any of the cats, it will come over and curl up on your quilt! At the end of the game, you score points for buttons, cats, and how well you were able to complete your unique quilt pattern.

Calico is a complex game ! I highly recommend playing the tutorial before your first game .


  • Design goal "=/=" means have none of the same colour or pattern
  • Colour tokens are always worth 3 points !
  • When taking quilt tokens from The Market the tile furthest to the left is removed also


  • Use the X key to place tiles
  • Use the Z key to control the camera
  • Double tap Z to view the patterns

Calico is playable on Mobile ! Be sure to access the pico8 menu and press "swap camera mode" to switch the freecam from a press and hold , to a toggle . This makes the game more comfortable to play on mobile devices !


  • 🧐 challenging yet rewarding gameplay
  • 🥇 try to beat your high score !
  • 🏆 25 unlockable achievements
  • 🐈 3 hi resolution cat art images
  • 🎹 relaxing soundtrack

*FINAL NOTE: Please support Kevin Russ , Flatout Games , and Monster Couch who are responsible for designing , publishing , and developing the digital adaptation (respectively) . This project is simply a work of adoration for these three groups of people , and I am not trying to compete with these people or products in any form . If you have any comments or concern please email me at [email protected] . Finally , if you enjoy this "demake" please direct your money to the talented people who originally created this product

P#126944 2023-03-11 03:36
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Cart #jakub10-0 | 2023-03-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Roguelike - 10 lines

I'v just bumped into Jakub Debski's 10 liner roguelike for the Atari 800 Turbo Basic XL and I knew that I had to port it to Pico-8. So here it is!


An extended version can be accessed (here)[https://www.lexaloffle.com/bbs/?tid=52046]

Pico-8 port

It's a faithful port of the original Turbo Basic XL version. So it's 10 liner too, but I had to made some modifications:

  • the original playfield was 20x20, I had to reduce it to 16x20 because I wanted to use wide characters in the Pico-8 version.
  • I'm using Pico-8 builtin glyphs instead of numbers for the monsters and for the collectables because - you know - I wanted to use the wide characters.


The original is an entry to the BASIC Ten-Liners - Contest 2014 by Jakub Debski. 2014, so it's 9 years and 9 days old today.
original entry

How to play

(note: this is mostly the original rules, but changed to the Pico-8 variant)
Press Fire to start.

To win you have to survive to level 8 of the dungeon.

In the dungeon:
웃 - represents your character. Move using joystick.
◆ - gold - collect as much of it as you can.
♥ - healing potion restores 5 hit points
⬆️ - magic scroll increases your maximum hit points (stronger scrolls appear deeper in the dungeon)
♪ - musical note to enhance the weapon. Stronger weapons can be found deeper in the dungeon, but be careful - you can replace your weapon with a weaker one.
monsters - the shape of the monster represents strength of the monster.

  • Monsters chase you.
  • Stronger monsters cause more damage. Monster shape 5 cause random damage 1 to 5.
  • You hit monster with random strength up to your weapon strength (with weapon 5 you cause randomly 1 to 5 damage)
  • Monsters steal items from the ground.
P#126929 2023-03-10 20:56 ( Edited 2023-03-15 13:54)
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