Check your updates page!
Note: If you bought PICO-8 (rather than Voxatron), it isn't possible yet to activate your Lexaloffle account from Humble. I've been activating accounts manually, so if you purchased PICO-8 very recently and don't see it show up yet, please check back in a day or so. The Humble Bundle library builds should be live soon too.
New stuff: HTML5 exporter, 8-player joystick support, cartridge save data.
To export your cartridge as a stand-alone html5 version:
EXPORT BLAH.HTML |
Open the folder (FOLDER) and you should be able to see BLAH.HTML and BLAH.JS
Here's a demo of cartridge saving. Note that save data is not persistent yet in the web version:






Just a quick note for blog-checkers, Voxatron 0.3.3 and PICO-8 0.1.2 are both arriving this month.
I'll go into detail about new Voxatron developments and plans after the update's out, but here's a quick preview until then.
Also, here's the current changelog for pico-8 0.1.2. There are still known issues that I've rolled over to 0.1.3 but let me know if I missed something small that's easy to fix!










I know Pico-8 Is taking all of the hype right now, but I really am looking forward to seeing the 0.3.3 Voxatron Update.
On October 28th this year, It would have been exactly 1 year since the 0.3.2 Update (or so I have read from the date of this blog post: 9238).
Even though you have been supplying little update notes with a gif/vine here and there. They are kind of sparse compared to how updates were flowing before.
Just as a request I ask; How is the Voxatron update going along? I hope I don't sound selfish or rude, because I understand working on both Voxatron, and Pico-8 is probably a handful, but there are some of us (The Lexaloffle followers) that would like to see Voxatron get updated.
Thanks for reading,
Jauq




A while ago, Darkhog spoke of a large list containing codes for PICO-8.
Since I don't have a source of income right now, I decided to look for it.
I found it, and used elimination to snag me a copy of PICO-8.
For treasure hunt reasons, I can't say where this is.
All you gotta do is look ;)
But I hope to crank out some games quite soon!
The first being a remake of my Gamebuino game, Smash and Crash!
Thanks for being a great community!
A friend pointed me in the direction of PICO-8 last night to see if I'd be interested in having a play with the tracker so I grabbed a copy (Ubuntu 64-bit, works a treat) and had a go. It's a piece of cake, loved it so much that I decided to have a try at making a classic Amiga/ST demoscene/cracktro screen to go with it. It was a doddle!
If you're wondering what the demented-looking face that's sinusoidally twerking its way over the screen is, it's the protagonist of an Atari 2600 game I wrote a few years back: https://www.facebook.com/thewickedfather
Issue #1 of the community-made PICO-8 zine is out! You can order the 48-page printed version via pico8fanzine.bigcartel.com for a nominal fee, or download the pdf (mirror).
Much respect to @arnaud_debock and contributors for putting this together -- it's humbling to see the world of PICO-8 extended in such a creative and kick-ass way. Issue #1 includes artwork and articles by @dotsukiHARA, @bitmoo, @TheRealMolen, @pizzamakesgames, @PROGRAM_IX, @aliceffekt, @modernmodron and @terrycavanagh. I also took the opportunity to write something on the history of PICO-8 and it's relationship with other Lexaloffle projects.



I thought I'd make a short log of what I'm working on at the moment and my thoughts on the lovely PICO-8. First, let me say that since I work with Love2D I like being able to use Lua. I'm working on code for pixel-perfect collisions because I can make shaped sprites and perhaps get better use of real-estate. That is, I can make more complex levels in a smaller screen space. The dream is a simple metroid-style game with items to find.
Unfortunately Pico-8's implementation currently still has a few small bugs. Actually, scratch that, there's no such thing as a small bug in a code editor when that bug could prevent a perfectly good game from compiling and running. That said, I've had fun making my little game but I think I'm going to take a break from PICO-8 and go back to my other project(s). I've been having a ball with Love2D's physics engine and I've got to get back to that. I'm not leaving PICO-8, I'm just waiting for an update.
Also, the code limit makes me sad. I really like this one PICO-8 game, Tempest, and I hope the author will figure out how to fit in everything they want, but it sounds like they're still cutting it close to the eight-thousand-something tokens. We'll see what happens soon enough.
A quick Speed-Modeling I did for an artist on deviantart who's comics and artwork I enjoy immensely... :)
https://www.youtube.com/watch?v=N-Ye1EDo944
Also, go check out her stuff: http://tamarinfrog.deviantart.com/
Hey, if you want music for your PICO-8 game, just hit me up. I'll make you some. Free of charge, free of obligation. I'd do it for the bleeps and bloops.
To elaborate: I've been shocked to see lots of games for PICO-8 that are otherwise freakin amazing, especially the idea/coding/gameplay and art part, just flat-out not having any music, which is just so sad. So please, if you have a great game and you don't have anyone to make some music for it yet, and don't plan on making music for it yourself, drop me a message. I'll gladly track some tunes together. I'm no Tim Follin yet, but I've been at it for a while now, and it started to come kinda easy.
Here's an example: https://www.lexaloffle.com/bbs/?tid=2102
If I'd make music for a game it'd probably be less prominent though, just in case that'd be a concern of you. This track is just so powerful cause it was meant to stand on it's own as a cartridge. Well, except for some violently flashing text and pizza.








The last inventories thing I needed for 0.3.3: adaptive formatting (an extreme example). Each inventory item is assigned a group (left, middle, right), and it does its best to figure out how to format everything in a sensible way that doesn't jump around too much and doesn't overlap. I had to be careful not to end up with a 1996 html table renderer!
It's possible with the new inventory system to display the capacity of an item (e.g. empty slots for up to 5 potions), to draw different icons for wielded or carried, and to draw different icons depending on how much ammo each one has.
To handle 1p vs multiplayer inventories, you can tag animations with context information -- how many players should exist for them to be displayed and with which attributes. For example, a single player inventory might show a row of potions, but when playing multiplayer it might be displayed as a single icon with a number to save space.
There's not long to go before 0.3.3 -- just a few microscripting details and converting legacy cartridges over to the new system on load. 0.3.4 will be a smaller follow-up, so let me know if there's something you're hanging out for, and I'll see if I can bump it up, or make sure it will be possible with Lua scripting later on. Things that were recently mentioned and are already confirmed:
- pico-8 music tracker and music triggering (and some new music!)
- custom inventories with selection and/or button bindings
- inventory microscripting (check for number of arrows in a quiver etc.)
- items that share the same ammo (e.g. all spells cost MP)
- id duplication and aliasing bugs after copy/paste
- fixed density allowing actors to sink in liquid
- scroll-wheel zoom, mb3 camera movement , alt-click mb2 emulation
- fixed total playtime bug for speedruns, made restarts faster
There are a few things that are wishlisted, but might be better suited to Lua scripting later on:
- player selection menu
- separate inventory menu
- assigning chase targets to monsters (for waypoints or making snakey monsters)
- arcade style lives




The general strategy for developing Voxatron's toolset is to provide specialized features (modifiers, microscripting, physics properties etc) that capture 90% of a typical designer's requirements, and then leave the rest to Lua scripting. Lua will be kind of like a glue that that holds the engine together and fills in the gaps of functionality.
Working on custom player inventories and menus that have a plethora of possible requirements, I feel I've hit that 90% boundary. The engine is now complete enough that it is possible to create a Lua API that is grounded in something stable and maintainable. For this purpose, I've created a text editor that can be used within Designer, and a custom version of Lua designed to work efficiently with Voxatron (both of which you can see in action in PICO-8). It's time to (carefully) plug everything in and see what happens!
It will also be possible to write cartridges from scratch in Lua, of course. This would be handy for making games that need their own style of physics, or things like RTS, sim or puzzle games that deviate a lot from typical Voxatron shooty-runny things. The purest cartridge can contain simply one Lua script, and no rooms or object definitions.
If all goes well, I'll start to roll out a minimal API later next month for anyone to experiment with. It is a typical object-wise callback scheme, where things happening in the world/engine call Lua functions that the cart designer provides.
Here's a simple example:
[vine]eiTpKIL2eLZ




