function _init() poke(0x5f2d,1) mx,my=stat(32),stat(33) cursor_x,cursor_y=64,64 nodes={} constant={n="constant",x=0,y=0,c=8} counter={n="counter",x=0,y=0,c=3} cam_x,cam_y=-60,-63 end function _update60() if (btnp(🅾️)) new(constant) if (btn(⬆️)) cam_y-=1 if (btn(⬇️)) cam_y+=1 if (btn(➡️)) cam_x+=1 if (btn(⬅️)) cam_x-=1 end function new(n) add(nodes,n) n.x=cursor_x+cam_x n.y=cursor_y+cam_y end function _draw() chosen = nil cls(0) for i, node in ipairs(nodes) do print(node.n .. " " .. node.x .. " " .. node.y, 0, i * 6, node.c) rect(node.x - cam_x, node.y - cam_y, node.x + 8 - cam_x, node.y + 4 - cam_y, node.c) if stat(34) ~= 0 and cursor_x >= node.x - cam_x and cursor_x <= node.x + 8 - cam_x and cursor_y >= node.y - cam_y and cursor_y <= node.y + 4 - cam_y then chosen = node end end if stat(32) ~= mx or stat(33) ~= my then cursor_x = stat(32) cursor_y = stat(33) end if chosen ~= nil then print(chosen.x, 0, 0, 12) chosen.x = cursor_x + cam_x - 4 chosen.y = cursor_y + cam_y - 2 end pset(cursor_x + 1, cursor_y, 6) pset(cursor_x, cursor_y + 1, 6) pset(cursor_x - 1, cursor_y, 6) pset(cursor_x, cursor_y - 1, 6) end |
The goal: when you create a new node
object, it should be at the cursor's position. You can drag them around. Press the circle button to create a new node. Use the arrow keys to move the camera. Use the mouse to drag nodes.
The problem: whenever a node is created or clicked, every single existing node's position moves to the mouse.
I'm sure it's some small detail I'm missing but I just can't find it. I would be very thankful for your help



i wrote down the rules for a weird little game with sliding tiles a little while ago, and only a couple days ago i had finished a little prototype for pico-8 :p
i'd like to do more with it in the future, but i think it's fun to play in its current state, so i thought i'd share it here. feedback is welcome !!
I'm building a cozy game using Godot, and wanted to add a feature where users can pick up a PICO-8 cartridge and run the PICO-8 runtime + cartridge. Godot compiles to run cross-platform, so I figured that the best attempt to get this to work would be running a WASM file.
It seems like WASM support for PICO-8 exporter is experimental? The exporter produces .js and .wasm, so it seems that the WASM executable was intended to be called by the Javascript code. I briefly attempted to wire GDScript to call the WASM file, but the interface functions calls are not straightforward or documented anywhere.
Would love any input regarding running WASM and/or emulation in a Godot environment where the host machine may be arbitrary.







Pico Pets! is an auto-battler made for the Pico-8 fantasy console.
Pick your favorite hat and then buy, sell, and merge pets to get your gang of four animals to make it Round 7 and win the game. I hope you find it as fun to play as it was to make.
View the "Help" page in-game or screenshot for a brief explanation of the mechanics. Also available on itch.io

This is my second Pico-8 game and took significantly longer to work through (1 week) than my first game Phoenix (1 day). I decided that it's in a good enough state to call done, but I plan to revisit some of the work here with a more original take and additional polish.


Heal'em'up
Instructions
Heal your allies during a protest by throwing band-aids at them. They all need to be conscious at the end of the countdown!
Be careful, you have a limited number of ammunitions. Reload regularly.
You can also use a little caffeine boost to move faster!
About
We are a team of students at Ada Tech School from Paris, France. For our school project, we had two weeks to make a game using Pico-8. We are happy to present you Heal'em'up, a non-shooter where you need to heal instead of shooting. Your mission: protect and help all the protesters.
Stanz-ie ([https://github.com/Stanz-ie/])
Cannellette([https://github.com/cannellette/])

Super Mario Bros. Demake DEMO
Hello all, today I wanted to present my Super Mario Bros. demake, in a work-in-progress state.
This has been worked on for about a month or two, mostly due to me trying to create my own platforming engine, but failing miserably, and some troubles. This demo uses the Advanced Micro Platformer engine by @mhughson. Check it out- it's pretty cool! Also, I know that his SMB remake also uses this engine, although his has larger sprites, and mine has smaller, you get what I mean..? Anyways, the cartridge is linked below, try it, although it's very barebones and spaghetti coded if you're looking into it with a technical view!
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[8x8] |




I created this to teach myself PICO-8. It has animations, and should be 100% accurate to the original game, including scoring (please let me know if this is not the case). All the 2048 versions I've found on the PICO-8 BBS don't have animations, or have different rules.
Since PICO-8 only supports 16-bit signed integers, it would only allow scores up to 32767, which is a problem with 2048 where scores can go much higher than that. I had to create a long integer "class" to fix that, which took a while. However, it still only supports scores up to just over 3 million. I decided that's probably enough.
Git Repo
Original game by Gabriele Cirulli


Mouse: Oh yum! There is some cheese just lying on the floor! YAY!!11!
Human guy living in the house: Hey, that's MY cheese... shoots missile
Mouse: oh NO! (what kind of game description is this anyway?)
Use the arrow keys to move and z to burrow underground!
Dodge missiles and a certain traitorous bounty hunter...
Try to get 300 points!







