Locus is a Two-dimensional, unbounded, sparse, efficient, grid spatial hash for Pico-8.


The library uses a grid of squared cells and keeps track of which objects "touch" each cell.
This is useful in several scenarios:
- It can tell "Which objects are in a given rectangular section" quite efficiently
- This is useful for collision detection; instead of checking n-to-n interactions, locus can be used to restrict the amount of objects to be checked, sometimes dramatically reducing the number of checks.
- Given that the query area is rectangular, locus can be used to optimize the draw stage, by "only rendering objects that intersect with the screen"

Press Z or X to enable the mouse cursor when running on desktop. Use arrow keys to adjust the loop timing manually if necessary (it shouldn't be necessary, the initial test at launch should set an accurate time regardless of your platform).
Picunki is a little musical toy based off the 'Sprunki' series of apps (which themselves are based off the 'Incredibox' web-games). Drag icons onto the characters to play different layers of a musical loop. Click or tap on characters to reset them.
This is a present for the 5th birthday of my son, Hershel. It's been wonderful to discover new things while chasing his interests! If you have musically-curious young kids, my highest ambition is that they might have a few seconds of fun with this :)


BATTLE TANKS 8X - the first of more to come "fake" Intellivision games:
(2 players only)
[/https://youtu.be/ImpsTjbJWAs?si=X-YAt42R5YHE8TKi]
Take command of a fast battle tank and stalk your enemy in deadly one-on-one combat.
Use the walls for cover, as you move fast into firing position. But LOOK OUT!
During the battle shells can ricochet...suddenly - and you're both targets!
STRATEGY
Keep moving... take shelter behind walls(trees won't protect you)... figure the angles and distance.
Watch out fr bouncing shells so you don't get hit yourself.
HOW TO PLAY
Choose on of these options with the left and right buttons and press X:
1 Long-range bouncing shells



This is a particle system implemented using coroutines. The demo comes with a commented implementation of the system plus two example particle effects. The particle system itself takes 55 tokens, the two example particles take 63 tokens each.
In this system a particle is defined as a function, and its states are stored in local variables inside the function. Creating a particles means creating a coroutine using the particle's function and saving the coroutine to a table. The coroutine is resumed during every _draw callback where it draws the particle on the screen and updates its state, and yields once it is done for the frame. The particle is considered "dead" and removed from the memory once the function in the coroutine finishes running.


First Cart! ...the basics of collision, animation and game flow in 200 lines. Maybe it will help you get started.
-JS
Hi @zep, I still feel like a noob at Japanese so maybe I'm missing something but shouldn't
"lya", "lyu", "lyo" produce ャ,ュ,ョ in the Katakana mode?
In hiragana and Katakana input modes they both make ゃ,ゅ,ょ.
Thanks in advance.

I forgot to do something, when the blob says 10 knocks to enter just press X. I forgot to add the prompt my bad :(
HIhi, my teacher made me do another project soo, here I am. Prohibition. I had 2 days to finish this since my partner finished the textures a day later. I am happy to finish even if all our ideas where not able to be applied. Teacher if you are looking at this please give me a 100 please please please.

Update 19/04/2025 - new name, refined mechanics and close to an endpoint in development - this is Absorblaster v0.95.
Take a look at the updated instructions, and be aware that your old highscore will likely be lost once you try the new version out.
(original post)
Labelling this as wip as I'm right at the token limit and might never make it the game I wanted it to be, but I recognise it's due to overextending and following a lot of my own wants and ideas while basing my work on the Lazy Devs phenomenal PICO-8 shmup tutorial (yes, this is another one of these, though I'd argue a little more involved).
There is technically no end to this game - it's a never ending procedurally generated gauntlet of enemies. I may or may not revisit it in the future to make playing for longer periods more compelling, or at least polish up some sprites to be more in keeping with the theme, the pickups specifically, but honestly I'm happy to release it in this state to acknowledge the work I've done (and in hopes that I can free myself from hyperfixation)


Picocraft - demake of Warcraft III
I'm happy to release Picocraft, after 3 years of uneven development ! (okay, not a full time 3 years)
Picocraft is a pico-demake of Warcraft III Reign of Chaos.
The idea comes from a cool pixel art animated mockup by Brullov_art. I knew from start that it would be a long trip, but I didn't imagine sooo long !
The demake is made of 3 cartridge (96Ko) and contains :
- 4 maps
- 32x32 to 64x64 grid maps
- Human race
- 4 units - peasant, footman, rifleman and priest with each
- 6 buildings - farm, town hall, forge, barracks, arcan sanctum, scoot towers









Controls
◀ ▲ ▼ ▶: move cursor with arrow keys
z key: open shop/confirm
x key: open map/close menu
About

Idle Dungeon is an idle clicker/auto battler where you are a new dungeon keeper slowly amassing an army to destroy the four regions of humans. The heroes of the realm will not allow you to go unchallenged and will regularly raid your dungeon in progressively tougher waves. Losing two hero raids will cause a gameover.

In the game you will construct resource buildings to boost your economy and minion buildings to house a unit for combat. A tunnel is required before you can start attacking hero regions. As always, let me know if you find any bugs :).







Implementation and demo of the Smoothstep and Smootherstep easing functions.
See https://en.wikipedia.org/wiki/Smoothstep for more info.
Feel free to copy the functions into your own carts and tweak them as you need.



BORK 1.0
A retro dog-fetching adventure built in PICO-8!
Created by: Kyle Giffen
DESCRIPTION
Bork is my first game! A pixel-art arcade game where you play as my dog Sisko, the best dog on the block, running through an 8-bit replica of our garden to catch and return a ball thrown by my wife, Tita.
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[16x16] |
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[8x8] |


About Picoboard
Picoboard is a simplistic work-in-progress productivity app with a kanban board interface and an integrated pomodoro timer
Currently in early development and open to feedback and suggestions!
Disclaimer:
The timer won't work in web while unfocused, since browsers tend to pause processes while unfocused
Controls
- Mouse wheel to scroll x
- Click labels to edit
- Drag pages/items to move
- Drag items onto timer to delete



Loong Triune
The three legendary dragons are in dire need of sustenance to keep protecting our world. Collect each dragon's designated food, star fragments, and return to their portal before running out of energy. Play through 9 unique levels to satiate their needs and keep our world in balance.
Controls
X - Select a dragon to control
Z - hold to move quickly
Left - Turn CCW
Right - Turn CW
Dev Info
Cover image designed by Lacey Haight. The rest of the game was created by jblend.
