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

All | Following | PICO-8 | Voxatron | General

Playing on PICO with my bois at school!

P#62088 2019-02-21 20:01

Cart [#kakopumag-0#] | Code | 2019-02-21 | License: CC4-BY-NC-SA | Embed


Hey all,

Recently I was delivering a presentation about Pico-8 to a class and it occurred to me.. "Why not use Pico-8 to create your slides? Deliver everything from within Pico-8".

So that's where Pico Slides came from.

Here's a 1.0 version you can use for your own use. The code is commented and if you run the cart you'll see placeholder slides which show you what Pico Slides can do.

Feel free to edit/add awesome stuff. It's pretty easy to watch the slideCounter and hardcode some other items, even games, to happen between slides.

Have fun.


Note! The particles code is from some else's particle cart. I can't, for the life of me right now, find the original cart to give credit so please, if you know, just let me know and I'll credit where credit is due !:)

P#62135 2019-02-21 19:57 ( Edited 2019-02-21 20:00)

Hey, I'm trying to figure out why btnp(x) seems to be true for one frame after stat(31)=="x" is true in devkit mode, or if I'm doing something dumb.

Here's an example cart. Press X, and it will show display the number of the frame that it registered the devkit keypress and the X button press respectively. There seems to be one frame difference.

Cart [#zoyifizotu-0#] | Code | 2019-02-21 | No License | Embed

My actual usecase is this: I have a password input in a game where I want to record numerical input from the devkit keyboard, but I also want it to record the X button, which confirms the password. Unfortunately, the 8 key is mapped to the X button; when they're also recorded on different frames it becomes a little convoluted to separate the two.

P#62134 2019-02-21 18:58

by verdog
Cart [#sat-0#] | Code | 2019-02-21 | License: CC4-BY-NC-SA | Embed

I tiny little demonstration of the SAT theorem being used for collision detection. Probably isn't perfect, probably is slow, and probably has bugs... but it appears to work at first glance, at least :)

P#62121 2019-02-21 01:39

Hi all,

I've been working on tac08 for the last few months and while it is still is in development, its probably at a stage that other people may find useful. Check it out on github here:


What is tac08?

tac08 is an emulation of the runtime part of the Pico-8 fantasy console written in C++. It takes a .p8 (text format) Pico-8 cart file and runs it closely as possible to the real Pico-8 software.

What isn't tac08?

tac08 is not a replacement for Pico-8, it provides none of the content creation components of Pico-8, such as code editing, sprite and map creation and music tools. You will still require a copy of Pico-8 to make games. Also if you just want to run Pico-8 games you will have a much better experience with Pico-8 than tac08

Why was tac08 written?

tac08's target audience are developers that want to do one or more of the following:

  1. To enable Pico-8 games to be run on platforms that Pico-8 itself does not run on.
  2. To embed Pico-8 games within other game engines.
  3. To make it possible to extend the Pico-8 api and allow games to use features not currently supported by Pico-8

tac08 was written for my own personal use (specifically for items 1 & 3 above) but I have decided to open source it as others may find it useful.

Check out the full(er) documentation here:


P#62111 2019-02-20 21:03

Cart [#zanda00-0#] | Code | 2019-02-20 | License: CC4-BY-NC-SA | Embed

Pico-8 is really exciting to me cos I covet old-school music disks by demo crews and this environment leaps out as a way of making them on my own. I've been making my own music for a very long time and do now and then attempt to learn a new discipline so I had a lot of fun with this.

I kinda adore the internal tracker and all its quirks; watching the SFX channels move at independent speeds was sort of eye-opening to me in all sorts of ways.

This has no game-play elements and the code is not going to help anyone progress (in a positive way, at least); it's purely an ego project. Enjoy!

P#62106 2019-02-20 17:05

Cart [#sosiburota-2#] | Code | 2019-02-21 | No License | Embed


The start of an implementation of the Royal Game of Ur.

Ur dates back to at least 2400 BC, and was an extremely popular strategy race game for millennia. Hopefully I can do it some justice with my implementation!

Update 2019-02-20
The intro screen is complete and the play-screen is under way.
We can now see pieces on the playing field, and soon we will have the ability to move pieces.

Update 2019-02-21

  • Swapped the color on the play pieces to show up against the background.
  • Added piece selection and random CPU move selection


  • Cleanup and simplify piece selection
  • Add check for valid moves
  • Add check for piece collision.
  • Redo gameboard to simplify collision detection

The Rules Of Ur

  • Turns alternate between players
  • On your turn: roll 4 4-sided dice marked 0,0,1,1 and count up the total spaces to move (0 to 4)
  • Select a piece to move the number of spaces rolled
  • If your selected piece ends its move on a square occupied by an enemy piece, you send that piece back to its owners starting area
  • A piece on the
    square in the center of the play field is immune to attack
  • A piece can only move off the board on an exact roll
  • First player to move all pieces through the board and off, wins.
P#62098 2019-02-20 04:49 ( Edited 2019-02-21 15:57)


I'm using a metatable for particles in my game. For example, when the player dies the sprite explodes in a burst of pixels. I use rnd() to off-set the player position with a random number, and as I generate a lot of different particles (based on the colors the character is composed of) I want to move the for-loop into the constructor.

Unfortunately, for some reason the randomness doesn't work when I build the for-loop inside the particle constructor. Compare these two examples:

For loop in caller function

particle = {

function particle:new(o)

    self.__index = self

    local pi = setmetatable(o or {}, self)




function game_over()

    for i=1,6 do


Result: I end up with 6 particles, each with a different x and y value due to the rnd() function being passed the x_offset and y_offset values.

For loop in constructor

particle = {

function particle:new(count,o)

    self.__index = self

    for i=1,count do
        local pi = setmetatable(o or {}, self)



function game_over()



Result: I end up with 6 particles, but they all have the same x and y values. As if the rnd() is called only once and then applied to the other 5 iterations of the for-loop.


  1. Why does the code behave this way?
  2. What's the right pattern to apply here?
P#62086 2019-02-19 20:41

Work in progress, a Defender clone game in progress!
well it's up to you to collaborate in this game!

Cart [#kwebijon-0#] | Code | 2019-02-19 | License: CC4-BY-NC-SA | Embed

P#62085 2019-02-19 19:33 ( Edited 2019-02-19 19:37)

Cart [#ridefosaje-1#] | Code | 2019-02-19 | No License | Embed

Made for my wonderful partner and queen as a gift for Valentine's Day 2019. <3

P#62081 2019-02-19 16:35 ( Edited 2019-02-19 16:44)

I can't seem to find any tutorials on how to make monsters move or patrol or have movements routines.

Nothing fancy, something like:

Go from A to B, wait a few frames, go to C, wait again, go back to A and repeat.

The monster doesn't even have to notice the player, just walk its path.

I've tried with loops but I can't make it work.

Thank you very much!!! :D

P#62071 2019-02-19 13:42

Just a small snippet from a token-saving discussion on the Discord last night.

If you need to iterate over neighboring tiles (for example when writing a path finding algorithm for 7DRL), this natural approach is pretty token heavy:

-- four directions, 29 tokens
for direction in all{{-1,0},{0,-1},{1,0},{0,1}} do
 local x,y=direction[1],direction[2]

-- eight directions, 45 tokens
for direction in all{{-1,0},{0,-1},{1,0},{0,1},{1,1},{-1,-1},{1,-1},{-1,1}} do
 local x,y=direction[1],direction[2]

-- eight directions, 43 tokens
for i=1,16,2 do
 local x,y=directions[i],directions[i+1]

-- eight directions, 30 tokens
for x in all(directions) do
 for y in all(directions) do
  if x!=0 or y!=0 then

Why not use trigonometry?

-- four directions, 16 tokens
for i=0,1,0.25 do
 local x,y=cos(i),sin(i)

-- eight directions, 24 tokens
for i=0.125,1,0.125 do
 local x,y=flr(cos(i)+.5),flr(sin(i)+.5)
P#62065 2019-02-19 10:00 ( Edited 2019-02-19 10:14)

I decided to start a library of scripts to help those transitioning from visual scripting to lua.

You should be able to copy and paste code into your new script object put object in the room and run it with "Crt+R"

If something doesn't work please let me know.

Feel free to ask questions.

Have fun

/Digital Monkey

Lua scrip to print.
place scrip object in the room.

function draw()
    set_draw_slice(120, true)
    print("printing", 48, 11, 7)
    print("in voxatron 3.5b", 40, 20, 7)


This is basic player controllers
control the box with arrows, z and x

x = 64  y = 64
updown = 30 

    function _update()

     if (btn(0)) then x=x-1 end
     if (btn(1)) then x=x+1 end
     if (btn(2)) then y=y-1 end
     if (btn(3)) then y=y+1 end
     if (btn(4)) then updown=updown-1 end
     if (btn(5)) then updown=updown+1 end

    function _draw()

    print("control the box", 33, 10, 7)
    print("using arrows, z and x keys", 10, 100, updown-1)


Scrip to change rooms made with "function draw()"
on J and K button press
(It's a flip book to go back and forth between rooms)

I made this by looking at script from GARDENING by: PROGRAM_IX


function _init()

    state = 0
    debounce = 0 

function draw()
    if(state == 0) then
    elseif(state == 1) then
    elseif(state == 2) then
    elseif(state == 3) then
    elseif(state == 4) then
    elseif(state <0) then
    elseif(state >4) then


function draw_title()
    set_draw_slice(120, true)
    print(state, 40, 20, 7)
    print("press j or l", 52, 30, state+15)
    state = 0

function draw_instructions()
    set_draw_slice(120, true)
    print(state, 20, 11, 7)
    print("press j or l", 52, 30, state+15)


function draw_monkeys()
    print(state, 20, 120, 7)
    print("press j or l", 52, 30, state+15)


function draw_apples()
    print(state, 20, 120, 7)
    print("press j or l", 52, 30, state+15)


function draw_game()
        set_draw_slice(120, true)
        print(state, 52, 20, 7)
        state = 4
        print("press j or l", 52, 30, state+15)


function _update()
    if(state < 5) then
        if(btn(7) and debounce > 10) then
            state += 1
            debounce = 0
        if(btn(6) and debounce > 10) then
            state -= 1
            debounce = 0

        debounce += 1

P#62053 2019-02-19 03:17 ( Edited 2019-02-19 05:33)

Remember SAM? (https://simulationcorner.net/index.php?page=sam).

Would it be possible in some way to use the white-noise for samples and/or digi-speech?

I'm not talking about a full-blown conversion of SAM (https://github.com/s-macke/SAM), but maybe a smaller version. Also - shouldn't it be possible to use at least 3-bit samples on the PICO-8? (https://gist.github.com/munshkr/30f35e39905e63876ff7)

I'm not the person to dive into this, but maybe someone else might be able to do some sort of conversion of the above. Personally, I would really enjoy being able to have short/small samples and make the Pico speak!

/ Pingo

P#62028 2019-02-18 14:26

Cart [#jojiyazya-0#] | Code | 2019-02-18 | License: CC4-BY-NC-SA | Embed

P#62023 2019-02-18 08:05

Cart [#walrush_1_1-1#] | Code | 2019-02-18 | License: CC4-BY-NC-SA | Embed

Previous version

Cart [#walrush_1_0-0#] | Code | 2019-02-18 | License: CC4-BY-NC-SA | Embed


Wal-Rush! is a game of walrii, fish, and flight. Based on a game I made for a programming competition at codewalr.us, this game lets you play as the mascot of the website, Walrii, as he flies through the sky. Collect fish, rack up points, and watch out for the spike mines!

There are three modes: Easy, Normal, and Hard. Try your hand at each of them, and go for the highest score!

  • Easy: Obstacles always move straight. Fish give you 10 points, and running into a spike mine means death.
  • Normal: Obstacles can move straight, or in a wave-like pattern. Once again, fish give you 10 points, and running into a spike mine means death.
  • Hard: This mode adds a "time bar" to the top of your screen. Your mission is to keep it from running out! Fish give you 10 points (and a bit of time), running into a spike mine takes away a bit of time, clocks give you 50 points (and 50% of your time), and hourglasses give you 100 points (and momentarily stop your time from going down).

"Walruses might fly unless the age of miracles is past." - Anonymous


  • LEFT/RIGHT: Move Walrii left and right.
  • X: Flap Walrii's wings and fly!

(To anyone saying that this kind of game belongs on the Atari 2600...I actually put it on there, too. 😉)

Version History

v1.1 | 2019/2/18

  • Fixed a bug where pressing X for one frame caused Walrii to keep flapping his wings until X is pressed again

v1.0 | 2019/2/17

  • Initial release
P#62016 2019-02-18 05:14 ( Edited 2019-02-18 20:39)

Hi all,

I'd like to set up PICO-8 so that it will run from a USB pen drive and load, run, and save, export, etc to a folder and\or folders on the drive relative to the application.

Ho do I go about doing that?

Thank you.

P#62002 2019-02-17 23:33

Hello everyone, I'm Dead_Pixel.

I recently discovered Pico-8 and I'm really intrigued by the whole concept of it and look forward to getting to grips with it.

I'm really impressed by the quality of the cartridges and look forward to contributing some of my own work in the future too.

Before signing off I have one question - why was Lua chosen as the programming language?


P#61993 2019-02-17 19:52 ( Edited 2019-02-17 20:06)

Cart [#thicctext-0#] | Code | 2019-02-17 | License: CC4-BY-NC-SA | Embed

A while ago I made a function for this

This was very clunky so I remade it. It used to have 124 tokens but I lowered it to 43.

You can use this function as much as you want without credit.

How to use:

printl(text,x,y,inner color,outer color,height)

inner color --the color inside the border
outer color --the outline,
height --how far down you want your outline to reach. 0 means the outline has the same width in all directions.

--the x and y are the coordinates of the top right corner of the inside color.

P#61991 2019-02-17 19:32

Cart [#gemhoppico-0#] | Code | 2019-02-17 | No License | Embed

P#61983 2019-02-17 17:17 ( Edited 2019-02-17 17:30)
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