Conway's Game of Life
Ive been learning how to code PICO-8 - making other games, but I did this as a little side project - implementing Conway's Game of Life on Pico-8
Probably next steps are
- play / pause
- editing
- sharing / seeds?
Bugs/Suggestions?
This is my first Pico-8 "game", if anyone has any suggestions for features that would be awesome! Thanks!
Have Fun!
Thank you!
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left+right+down to nudge / z+x to rotate / up to slam / enter to pause
Connect pipes to edges or blocks to clear them. The top of the board is an edge!
The long-anticipated sequel is here! This version focuses on what was clearly the best part of the original: clearing blocks. It's Just Fun™.
Some other changes include:
- Revamped scoring system and new thresholds for bronze/silver/gold plungers
- "Bag system" of randomness for the incoming pieces
- Very slightly improved soundtrack
- Personally, I find this version a LOT more fun than the original.
This is a different style game than the original and will require developing some new strategies :)
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Avoid the incoming blocks — xo
I made this game for the second title in the 20 games challenge. At first I spent a lot of time drawing the objects as squares, then adding lines to create some sense of depth. Eventually I decided to invest some time in Asesprite for some neat pixel art, and I am so glad I did.
The game itself is quite simple, press ❎ or 🅾️ to start the game, then lift up your sick board for tight avoiding maneuvers. Don't fly too high and max out the score!
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I first started this project to see if day trading stock graphs could be generated by flipping a coin. That is the base code of this game now.
0.3 Razy Stonks Simulator:
Please give feedback!
I want your feedback:
- Gameplay - Is it fun and intuitive?
- What shop items should I add?
- Any other data needed in the stock graph?
Change Log:
V0.1
- Project started
- Average price point line
V0.2
- Fixed infinite money glitch
- Added start screen (Really bad need changes)
V0.3
- Added a shop structure (no shop items yet).
- Added save keys! For this, go to the shop and copy down the key. This will work through versions until version 1.0! - You can't copy paste the code's since it breaks the game.
- Refined start screen
- Refined controls!
Future Updates:
V1.0 - Alpha
- Fully working game loop
- Shop system
- Tax system
- Daily spending - You will need to earn enough to stay afloat. You lose the game when you run out of money.
- More tools
- Volatility
- Progression system
- Shorting
- Broker character
- Options
- Multiple Stock Markets
- Different time span candles: 1/5/10/30
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Stretchy Kart is a old school racer with pseudo-3D perspective and pixel art drivers.
Z: Accelerate
X: Charge jump (release to jump)
Collect hot dogs to gain more acceleration.
This game was made as Stretchy Buoys Jame 2025. It features racers from the other games made during the jam. You can unlock all the tracks and characters by looking for four-letter codes in the other SBJ jam games:
https://tipsheda.itch.io/stretchy-buoys-jam-2025
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A brand new version of Tweetie_pong that includes some new tweetcarts + a '1k demo' of my composition modified for the occasion. 21 coders in total are credited including 1 for the music. The menu has 2 difficulty levels + a demo mode that displays all the tweetcarts, as well as the possibility to exit each mode with the 0 button and to stop or start the music with the 4 key. As a reminder, 1 tweetcart is a technical and graphic demonstration of a coder that must fit in a message from X (formerly Twitter...) in 280 characters maximum. The game is stable and is already used (for free of course) for family reunion or association challenges. Have fun.
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A fairly ugly work in progress for my engine.
I've decided to use low-poly 3D for enemies instead of scaled sprites (or in addition to). UV textures are out, but flat surface shading should be doable and will fade out with depth like the walls.
Running at 750 tokens right now... but I can get that back by packing data into strings. Compressed data is probably what will get me in the end...
Next up: Linking enemies to sectors and re-drawing them on adjacent sectors so they don't get overdrawn by floors and walls.
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Here's some pipes made with wave function collapse procedural generation. Press X to generate. The basic idea is random tiles are placed and used to rule out what the tiles around them can be. I found the link below helpful to understand the concept.
https://oskarstalberg.com/game/wave/wave.html
If you want to use it in your own project (although I didn't really optimize) here is the devtool I made to generate the numbers at the beginning.
Sorry about the double post but also why not add some sort of user system. For example, what if a school used picotron as education, but you didn't want students trying to access another person's data and games, so they could set up some sort of user and more! This is a more short post than my other one but just asking if this could potentially be a thing.
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I was thinking, what if we added internet support, as in full fledged internet support, not just fetch(insertwebsitehere) which grabs the raw data of the site. Because what if one wanted to not have to switch between the picotron app/os and back to their browser to look up information, if they added a built in web browser of some sorts and maybe more than just fetching raw data from a website, maybe even POST and more, it could open a LOT of possibilities with projects.
For example:
- Better automatic update systems for anything that has to do with automatic updates.
- being able to use APIS from the internet.
- making a package manager of some sort that allows users to install more commands an their HELP info. (I would name this PicoPkg)
- full on internet platforms and maybe even some special self hosted stuff.
- just a full on web browser or something, maybe this os could even open html files like chrome or firefox or whatever other web browser you use does.
Plus, imagine if this Fantasy workstation could be used in schools as a working operating system of sorts. If it had a web browser that would be a start, heck maybe even extensions of some sort if one could actually make that, and schools could maybe even create some sort of extension themselves (I would make them go in .pwe64 files maybe) and an app for their students to use.
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Snake: A Certified Classic
Hello, everyone! This is my first game made in Pico-8. I thought it'd be fun to recreate snake since it's one of my favorite arcade style games!
How to Play
Gameplay is straightforward; use the d-pad/arrow keys to move the snake, and x/o to interact with the title and game over screens. Eat as many apples as you can in order to grow in length, and don't hit the walls or bite yourself!
Bugs/Suggestions?
Like I said, this is my first Pico-8 game, so if you have any bug reports or coding suggestions, I would love to hear them.
Have Fun!
Thank you so much for playing my game!
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Not sure if this is intentional or not, but I figured I should make a report just in case.
The SFX editor allows for up to 384 SFX to be defined. However, to me there seem to currently be some limits.
- Code can only invoke the first 64 SFX. This seems to be intentional, judging from the user manual.
- Patterns are limited to the first 256 SFX. This does not match the max number of SFX that can be defined.
I therefore have 2 questions.
- Is it intentional that patterns are limited to the lower 256 SFX?
- Is there a way to access SFX beyond 256? I do not expect an exact answer to this question, the answer is probably yes.
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Rabbit Rush
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Introdution
Are you quick enough to keep your rabbit fed? 🥕🐇
In this fast-paced game, you control a hungry rabbit on a mission: eat the carrot before time runs out! But be careful—the clock is ticking, find a carrot to get more time! If not, it's game over.
Luckily, mysterious mushrooms can be collected to pause the countdown, giving you extra time to find your next meal.
How to Play
- 🕹 Use the arrows to move the rabbit around the map.
- 🥕 Eat carrots to reset the timer.
- 🍄 Collect mushrooms to stop the countdown for a few extra seconds.
- 🌙 Watch the moon—it shows how much time you have left!
Main Game
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Controls
- Navigate the world and UI: Arrow keys/d-pad
- Interact the world and UI: X key/X button (Both Pico-8 buttons work)
How To Play
- Go out and gather samples from your surroundings
- Research samples in the lab to unlock and upgrade abilities
- The game saves everything automatically!
Post Mortem
This post mortem is mostly me documenting the development of SPHONGOS and sharing some of my learnings. If there is anything specific you would like to know, just ask!
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Hi! This is a PICO-8 port of Maverick Bird, a Flappy Bird fangame originally created in 2014 by Terry Cavanagh. I created it in about two evenings purely on a whim, and I'm pretty happy with how it turned out. Jukio Kallio's track "Vietnam", which featured in the original, was remade for this port by a friend named MH.
(If you want to play the original Maverick Bird, you can try the original Flash version if you have Ruffle, or check it out in Terry's upcoming collection Terry's Other Games!)
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