Hi All
A quick note on two changes relating to PICO-8 and Voxatron carts:
-
I changed the cart submission system so that's harder to accidentally create version-spam threads. The standard way to update a cartridge is to upload the cartridge and then paste the tag into the existing thread. The new submissions walks new users through this a bit more clearly.
- Cartridge stars (likes?) and thread stars are now exactly the same thing. So if you upload a new version of a cartridge and insert it into the existing thread, any likes or favorites will carry over.
- Every stray bullets will turn into a monster.
- You have 1:30 to make the best possible score.
- Use <z> to shoot
- Hold <z> to strafe
My hi-score is 2298
[Update!] V1.1
- I found this version on my old hard drive and decided to upload it
- there's now a coop and battle mode where you must fight for the best score ( or survival )
Sooo... I was doodling around in pico-8, creating a game for #1GAM, and I needed to create some particle systems, so I started to code one, but carried away a bit, and made a general purpose particle system library... and then carried away a bit more, and made a couple of samples for it, and took the liberty to call it "advanced" :) and here is the end result. :)
Feel free to use it in your projects if you want!
A couple of remarks though:
- I don't know a lot about lua optimalizations, but I guess it is not really optimized for speed. :)
- It is quite big in its current form. I guess. This sample cartridge is hovering on the limits of code size, but the library part is way smaller, and more importantly, quite modular. I plan to look into minifying the code, if there are any interest.
- I don't even know if a "library" is viable concept in pico-8... The size limitations are quite severe, so you only want to include what you absolutely must in your code, which usually means hand-coding everything.
- Ohh, and it is quite possible contains bugs. Use at your own risk. :)
- There are documentation or explanation of the workings of any kind for now, but I will write some later. Just look at the code till then. :)

Stories at the dawn is a short minimalistic platformer game that I've made over the weekend.
There is a [small] world to explore and multiple endings to uncover.
The game is currently silent as I currently do not have enough experience to create anyhow worthy audio. If you feel like you can do something about that, feel free to message me or tinker with the game file (I have tried to add sufficient amounts of comments).
If you liked the game, you can also support it via the itch.io page.

New items that do nothing as well as fixing player levels being reset when going down a ladder. There's now specific item metadata for each item and row, e.g. the first row of item sprites are for weapons, the second for consumables etc and the metadata controls its type and value.
There's now experience and levelling up in this version. You gain a level for every 100*your current level amount of xp you gain, and your current level affects your max HP and mana (as well as giving you a cool confetti animation)
Just a little video I took of me modeling in voxatron for a project I'm working on! I'll try to make a many uploads of this kinda stuff as I can if people enjoy it... And no promises! But I'll be making a teaser for the cartridge as soon as I can. ;) I'll also try to make regular posts to my blog page(Profile page) here at Lexaloffle. Be it snapshots, videos, or even just text updates! Again, no promises, but I'll try!
Anywho, here's the video... :)
If that link doesn't work, just look up the channel RumbleChops on youtube.
It'll be one of my most recent video uploads... :)
Controls
P1: Arrows to move, action buttons to change height
P2: Same with p2 controls, but need to press P2 Action to enable split screen.
About
Just a quick demo, I'm going to try implementing simple spherical collision to see if I can make a reasonable racing game using the space available. Right now the engine uses half of the available code space, but a lot of this is actually the mat4 and vec3 functions, so it should be reusable for game logic. Some unnecessary things are even in there, like text drawing and sprite drawing.
Specific places that need improving are the clipping function (hilariously long lines) and maybe some optimisation on the tri filler (use memset?)
I have an obj converter script, but it doesn't have a frontend and things are quite complex to get the data into the cart... so I'll make a tool for this separate.
[b]Scene
Instructions
Climb the tower of archeos and kill the evil sorcerer
- Attack group of same kind of monsters
- monsters will retaliate but group size dont affect final damage, so try to destroy large groups first.
- when your xp need reach 0 you gain a new heart and refill your life + items
- Blocked door and chests can be opened by killing monsters next to it
- Open a door to climb one floor
- Reach the 9th floor to fight Archeos
Controls :
- z attack a monster / open doors / grab items
- x enter/leave inventory
2020 patch change list :
- new difficulty setting
- better tooltips
- When you click a group with partial armor you now kill all non-armored creatures

Web: https://dl.dropboxusercontent.com/u/3594143/yal.cc/r/picodoc/index.html
I've made a small cheat sheet/API reference thing for pico-8's standard functions.
It provides a list of names+arguments, and you can click to expand/collapse sections/function descriptions:
Generally intended to greatly reduce the amount of scrolling back and forth while looking things up.






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