It was November 2011. I backed Voxatron on Humble Bundle. I was really excited. It looked so promising. I was looking forward to playing all what was promised.
Time and time again promises were broken. The release next week would be the month after next one, the release next month would be next year.
Pointless percentages on "Development" page. One man army adding unnecessary features nobody asked for never mentioned in the first pitch. Overambitious"console" design of Voxatron. For one man. And development plan straight out of Oracle or SAP; poor fit for a one person hobby project.
What ticked me off to write this post was Hololens presentation of Minecraft on E3. It's almost everything that Voxatron aspired to have. It does not have story mode, but neither Voxatron will have; and probably will not have in this decade. Voxatron is getting irrelevant really fast.
I feel that I got good fun for the money I invested in Voxatron. But I cannot help but feeling lied to when I look what all has been promised and when it was promised and what we have right now.
I have lost any illusion that Voxatron will be finished with current effort. The best thing that can happen to Voxatron right now is to get opensourced or to have a team of people take it over and work on it for few months seriously. Community may or may not recover but the game would be in finished state.

Heyo. This is R(e)Xventure. It's more shooting-oriented, less puzzle-y bits then Nightmare. You play as a sentient creature who's just awakened to the world around them; desolate, decrypt, and filled with monsters, thus setting you off to purify the world. You have two main shot types, which you can switch at certain " weapon " rooms: Flame and Spread. In addition, any other weapons (aside from a certain odd weapon) you pick up are sub weapons, in that you can use them alongside your main shot type.
!IN-WEB CONTROLS!
Q = Subweapon
E = Phantom Dash
JKIL = Shooting Analog
Space = Jump
note: flame weapon nor bullet sword are not mine.
To: ANDREW SHOULDICE (<3<3<3 Happy Birthday <3<3<3)
From: JARED COHEN, CHRIS LAVELL, ALLAN LAVELL (#LACREW #YAMCHA)
Made yesterday afternoon with the shiny new v0.1.1 release (thx zepz) for Andrew Shouldice's BYOG (Bring Your Own Game) birthday bash. Jared provided the art, Chris and I the progz + gam.
There's no win condition, vaguely thinking it could be about stopping as many ships as possible from getting past you (and you would win/lose based on a ratio or something like that). Open to suggestions.
<#
P.S. Looks like v0.1.1 carts don't run on browser yet? You'll have to DL for now.
P.P.S. Zep fix't'it

Pilot your spaceship close enough to burn your enemies with your thrusters, but try not to crash!

PICO-8 0.1.1 is now available! Grab it from the Updates page.
Note that PICO-8 is available to all Voxatron alpha users (including bundle customers). You may need to activate your account, or log in via email if you don't have a username/password already set up.
I'm doing things a little out of order here.. a full introductory post to PICO-8 will follow in a bit for those who haven't been around lately, but for now here's a rundown of new stuff in 0.1.1..
1. Gif saving! Press F9 to save the last 8 seconds (or F8 to set a starting point if you wish)
2. Token counting.
Instead of limiting cartridges to ~15k of ascii text, the primary limit is now 8192 tokens. I say primary limit, because the character count still stands, but is now 32k -- in practice the token limit is almost always reached first. There is actually also a third limit when saving cartridges -- the code must compress to the original 15k allocation. Exceeding this is extremely rare and you can probably ignore it! To get the status of your program, use the new INFO() command.
There aren't currently any cartridges that I know of that go over 8k tokens, and in general this change will give you around 20~30% more space.
[b]3. Freeform sprite and map editing

Hi,
This is Helitaxi 2000
By the year 2000 (the far future) the surface Earth is doomed, ruined by atomic wars fought between evil corporations. The survivors live in huge caves underground and for transport, they use armored helicopters, because that makes complete sense in a cave.
You are one of the pilots, trying to make a living by taxiing people in the hostile environment.
This game is a mix between Space taxi and Airwolf. At least thats the aim, but right now it is mostly like Space taxi - there are no enemies on the level, just environmental hazards. I run into code size limitations, and didn't wanted to go over the whole thing and shorten the function/variable names... (Actually there is a lot of unused code in it, but I wanted to use those later by yet-unwritten code parts...)
I originally wanted to wait for pico-8 v0.1.1 to raise the code size limitations somewhat to finish the cart, but I'm not sure when I will have time to actually work on it again, so I just post it here as it is.
There are a couple of bugs (like stucking in the walls, or not ending the game when the fuel runs out), but it is quite playable anyway.
There is only one level, and no real end goal yet, but you can play it just for the highscore.
Who could make the most money? :)

I'm learning more about memory stuff with the pico-8 and it's super interesting!
I had one quick question for zep.
What is meant in the documentation by this line?
"0x5f00 draw state [,cart data] (1024 bytes incl. unused)"
What exactly is draw state?
How is the data interpreted/formatted?
What does [,cart data] mean?
What is meant by (1024 bytes incl. unused)?
Every part of this is so cryptic to me, please help!

When loading things in pico-8 without specifying a file extension, it searches for ".p8.png" files as well as ".p8" files.
It's only a few seconds time saved, but it adds up over time.
So in case I wasn't clear what I'm requesting is that when I type "load cart_name" it could look for both cart_name.p8 AND cart_name.p8.png files.

My little brother Thomas made this. It has a capitalist as it's protagonist, who you can either help to collect money, or just run him headlong into enemies until he is crushed by the proletariat, if you're communist. either way, it's up to you I guess. My lil bro, he's ten (he's like "almost eleven!!") and uh, so ... a ten year old made it. yeah.
Hi,
I was wondering if Zep could give us an approximate release date for the next update of Pico-8.
Or at least if we should expect it to come shortly, or if we will have to wait several months for it.
The biggest feature I am waiting for is the raise of the code size limit.
Anyway, I am already having great fun with the current version of Pico-8.
Thanks a lot for this wonderful toy.
Cheers,
Dragfly
Controls:
Arrow Keys to Explore.
X to jump 1000 bytes forward.
This is my first program made with PICO-8.
I just did this to get used to the PICO-8 API.
It is a very rough memory explorer.
One problem I have is that most of the memory seems to get wiped when you run the program.
Also anything I'm doing poorly or inefficiently please let me know how to do better.
I've never programmed anything in lua before.






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