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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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Cart [#notcookieclicker-1#] | Code | 2019-09-24 | License: CC4-BY-NC-SA | Embed

So I uhh
decided to make a cookie clicker clone as the first thing I made here
A couple things have been adjusted from the original Cookie Clicker, namely the fact that the number limit is only 32k as opposed to literally nonillions, so I've decided to use overflows as another form of currency for later. For now, you have:

-cost 10 cookies
-make .5 cps
-cost 100 cookies
-make 1 cps
-cost 1100 cookies
-make 8 cps

super unfinished

P#68087 2019-09-24 03:46 ( Edited 2019-09-24 03:47)

Cart [#sirefogepu-0#] | Code | 2019-09-23 | License: CC4-BY-NC-SA | Embed

P#68060 2019-09-23 21:06

Cart [#picospacewar-1#] | Code | 2019-09-23 | License: CC4-BY-NC-SA | Embed

When I was a kid in the 80's I loved the shareware version of Spacewar that we had. I stumbled across it recently and figured doing a remake could be a fun project, so here's my version! Two player, no AI mode or planet/star (not yet anyways, those might be coming in version 2.0 if I can figure out how to do it). Most of it I came up with on my own, but I lifted the sprite rotation function off of someone wholesale and haven't yet tracked down whose it was to give proper credit.

Feedback welcome, thanks :)

P#68046 2019-09-23 19:24 ( Edited 2019-09-23 21:26)

Cart [#rkn1-0#] | Code | 2019-09-23 | License: CC4-BY-NC-SA | Embed

Russian roulette is a lethal game of chance in which a player places a single round in a revolver, spins the cylinder, places the muzzle against his head, and pulls the trigger.

You are Roskomnadzor mascot, RKN-Chan, you censor and ban everything on the Internet, but you finally find out that your own life was not blocked in Russia yet, you need to fix this as soon as possible!

Anyway, you won't survive to your retirement, so now your only option is to earn your own pension playing this lethal game, shooting empty rounds and banking the rewards. Everyone dies (except your beloved president), so go ahead!

P#68037 2019-09-23 16:52

Just wondering if I can have my username changed to "Enen". I just remembered I purchased Pico8 a while back but was hoping I could have an option to change my username.

P#68021 2019-09-23 16:47

Cart [#bouncingballs-0#] | Code | 2019-09-23 | License: CC4-BY-NC-SA | Embed

Not really anything special, just an old physics experiment.

P#68022 2019-09-23 06:49


Could someone help me with this please ? I'm trying to understand how this works.


for i in all(var) do
  print(i.." "..var)

And yes, I know I can use:


But I want to be able to iterate each item per line and in any order, and the ability to remove them as well.


And to recall a value: print(var."playhp") returns 500. And ability to recall a value be reference:

print([email protected]) also to return 500.

And print(#var) to return 4, currently returns 0 (zero).

Thanks in advance !

P#68005 2019-09-22 21:28 ( Edited 2019-09-22 23:01)

Cart [#ruwukawisa-0#] | Code | 2019-09-22 | No License | Embed

In the Elven country life is hard for architects.
You have been proven guilty in a murky affair about bridge collapse and the elf King sentenced you to survive on a very small island in the acid lake of Torgründ.
Of course acid level is rising everyday and your only solution is to build a tower to escape a terrible death.
Thanks to gods, stones are literally falling from the sky in this region, so it should not be a problem for you.


  • arrow keys : move your architect
  • (z) jump
  • (x) + wall : kick or destroy a wall
  • (x) + up : build a ladder ( consume one plank )
  • (x) in the air : build a wooden floor.

ladders and wooden floors can earn you gems if you do them right.
Acid will rise faster as your tower go higher, so try to climb as fast as you can.
Take care of goblins and flurgs. They always ruins everything.

I had no time to finish this game as I intended to.
Be ready for some clunky platform action and maybe some freeze if you are unlucky.
Even the music was stopped in progress, I hope It won't make you ears bleed :)

P#68004 2019-09-22 19:01 ( Edited 2019-09-22 19:22)

Cart [#yield_fireball-0#] | Code | 2019-09-22 | License: CC4-BY-NC-SA | Embed

You ever have that moment when somebody tells you something and you SORT OF get it but not really, and then later, maybe a day or two you cry out, "Ah ha !" because then you understand it ?

Well I'm not going to claim full knowledge of the YIELD() command, but I will tell you what it CAN do - at least for me.

I can take any program I've written to date and make it OOPS very simply.

Replace all FLIP() with YIELD(), then make a coroutine to run my MAIN() function. Done.

But it goes beyond this. Since I can now join the ranks of _DRAW() and _UPDATE() this means I can write a custom background engine that operates exactly as I like it.

In this case for this example you can hit "Q" and bring up Quick Debugger which shows memory usage and how much of the CPU is being tasked. You can also hit [ESC] and type RESUME to leave off where you where.

Before YIELD() I couldn't do either of these things nor read the CPU. Now I can. This does herald the END of FLIP() for me and the very welcome arrival of YIELD().

What does this mean for you ? YIELD() does not just exit a function it retains the exact position when you return even if you were nested in a whirl of FOR/DO, IF/END, and REPEAT/UNTIL statements. It also retains all local variables and values at the point you exit and return. That is immensely powerful.

Giving credit where credit is due. I found out about YIELD() from freds72 HERE:

and MBoffin HERE:


. . .

More and more I begin to appreciate this Pico-8 system and daresay it is the most powerful programming language I have ever come across.

P#68002 2019-09-22 16:47 ( Edited 2019-09-22 21:36)

by Zero
Cart [#pong-0#] | Code | 2019-09-22 | License: CC4-BY-NC-SA | Embed

2 player pong game I made.
Player 1 (left) uses Z/X for up/down.
Player 2 uses U/D arrows.

P#67997 2019-09-22 14:23 ( Edited 2019-09-22 14:24)

Cart [#curmudgeon_goes_fishing-0#] | Code | 2019-09-22 | No License | Embed

P#67991 2019-09-22 09:52 ( Edited 2019-09-22 09:53)

Cart [#puma_ik-0#] | Code | 2019-09-21 | License: CC4-BY-NC-SA | Embed

Demo of PUMA industrial robot kinematics.

The user can move the Tool Center Point (TCP) and the robot will follow.

The demo operates in three modes:

  • Camera mode (rotate the camera)
  • Motion mode (move the TCP)
  • Rotation mode (rotate the TCP)

The inverse kinematic (IK) problem is the problem of calculating such joint angles that the robot TCP takes the proper position and orientation.

P#67982 2019-09-21 21:55

Cart [#implosion-1#] | Code | 2019-09-21 | License: CC4-BY-NC-SA | Embed

Years ago I had written a QBasic program for Gina in Taiwan. In it, it imploded the map of Texas along with a greeting. When you ran it, it had the pixels come from all sides of the screen to implode the image I put in there.

Now you can do the same thing in Pico-8 !

Create any picture you want, call initexplosion() then explosion(1,flag) Flag to 1 if you want to skip seeing the explosion and only want to calculate for it. Then you are ready. Now call explosion(-1,0) to see the neat implosion effect of the image you put in there.

P#67980 2019-09-21 21:22 ( Edited 2019-09-21 21:24)

I first off wanted to let you know that I was just experimenting recording some .GIFs in PICO when I noted that the last .GIF I made was 6.49mb in size.

I loaded this up in VirtualDUB to check each frame in it, to make sure it looked alright, and then tried saving it back as an EXPORT .GIF to compare filesizes.

The filesize THEN was only 209k ! A 97% reduction !

I compared both. None miss frames, none have any distortion. They are the same EXCEPT that VirtualDUB has some massive compression going on there !

So ... Zep, someone, anyone ? the .GIF saver in current PICO-8 can definitely be optimized. No doubt about it. VirtualDUB was written 19-years ago - so it's not something new.

I can't upload the 6.49mb GIF in comparison here, says the filesize is too big.

Here is the 209k GIF though so you can see it's not missing anything. There's definitely good compression going on there !

I guess the good news is I've introduced a program (VirtualDUB) that will let users now save .GIFs of their cart directly in the BBS that can exceed well into minutes as they are so small in filesize as they are 3% the size of their original - and have the ability to edit out frames they don't want included in the presentation .GIF.

VirtualDUB is 100% Freeware and you can find it HERE:



P#67977 2019-09-21 18:36 ( Edited 2019-09-21 21:36)

Cart [#sybils_tail-1#] | Code | 2019-09-23 | License: CC4-BY-NC-SA | Embed

[UPDATE version 1.1]
The game now makes use of the "secret" pico-8 color palette-- the result is far more colorful, while still retaining the color contrast between the day and night segments. additionally, balloons and ribbons now respawn, making the game a tad less frustrating. a couple bugs have also been fixed, and several have been added.

for the record, this is intended to be the last non-bugfix release for the game-- so I hope y'all enjoy it!

Sybil's Tail is a tiny, 15-30 minute long platformer made for PICO-8. Run, jump, slide, grab, and toss your way through 6 bite-sized areas as you search for a mysterious meteorite that fell nearby!

hi there!! after 4 months of working on it, I've finally finished my first PICO-8 game, Sybil's Tail! this project was a lot of fun to work on, and getting everything to fit into the 32k of cart space required a lot of tricks to make things work right. a large reason it took so long was all the rewriting and compressing it took to get in all in there. but! the result is exactly the game I set out to make! I hope y'all enjoy exploring this little 8-bit world I've made.

it's also on itch here, which includes native exports, and the soundtrack. speaking of, I would like to extend special thanks to @kitorchid, who made the incredible cover art for the soundtrack, and @osmoru, whose adorable artwork formed the basis of the cartridge label design. In addition to those commissions, I also received wonderful artwork of Sybil from @MarziManed and @_pexl, who are both very cool artists that you should check out as well! And of course, I would like to thank all testers and of course my friends, without them none of this would have been possible.

some statistics (from version 1.0):
number of songs: 9
number of music patterns: 33
number of SFX: 63
non-empty map tiles: 3180
sprite animation frames: 99 (computed at runtime)
bg animation pixels: 60
number of object types: 25
number of in-game objects: 734
tokens: 1890
code size prior to data interleaving: 19435 bytes

in other words! for PICO-8, it's a big game. sometime I'd like to write a blog post about all the tricks I did to squeeze everything in there, but for now, I'm just happy to finally have it out here. hope y'all enjoy it!

P#67959 2019-09-21 00:42 ( Edited 2019-09-23 06:48)

Hi, my name is Chase, but you can call me Cheez...or even Scorch for that matter.

I am a musician who hopes to learn how to develop for the Pico-8. I've been making music since 2014, but didn't really take off until 2016. It's been great.

I also suffer from anxiety and I tend to get nervous and stuff. So, yeah.

I hope to have fun with you all though.


P#67958 2019-09-21 00:16

by fyta
Cart [#stank-1#] | Code | 2019-09-20 | License: CC4-BY-NC-SA | Embed

music (Y)

P#67957 2019-09-20 23:30

Cart [#wigglevision-0#] | Code | 2019-09-20 | No License | Embed

press z to mark point
press x to engage the wiggle

check menu (enter) for various options!

P#67949 2019-09-20 17:57

Cart [#hapiweropi-0#] | Code | 2019-09-20 | License: CC4-BY-NC-SA | Embed

Entry for LDJam a long time ago (2016?)

P#67942 2019-09-20 15:40 ( Edited 2019-09-20 15:41)

Cart [#shift-0#] | Code | 2019-09-20 | License: CC4-BY-NC-SA | Embed

Hi everyone. During the 3rd GameShell Game Jam, I and my friends made a tiny puzzle game named SHIFT, and it is also the theme of the game jam. We spent about four to five days in all making the mechanism, levels, and the music.

The game combined the Sokoban mechanism with "shift", which you can move into the wall area when your shift ability is enabled. Your goal is to move onto the tile which looks like a teleporter or something. The current version features 16 levels. None of us are experienced game dev, so this game may feel a little bit weird, but I hope you could enjoy playing it.

O to toggle the shift ability.
X to undo.
You could restart the level in the pause menu.
The indicator on the left up corner of the screen shows that if the shift ability is enabled, and the number shows your remain shift count.

P#67940 2019-09-20 14:51
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