Hey All,
Here's the final changelog for 0.3.3, which will be live on Monday.
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Voxatron v0.3.3
Added: Custom inventories
Added: Music pattern sequencer
Added: Multiplayer selection
Added: Bloot: Title page, match logic, music
Added: The Jelly Room
Added: PREV field in activation controller
Added: Audio chooser
Added: Fold-out item creation menu
Added: Scrollwheel / mb3 camera control
Added: Script editor (scripts don't run yet though!)
Added: Shortcut keys for looping in prop editor
Added: Emitters can spawn props, audio and doors
Added: Trigger conditions host:inventory and actor:modifier
Added: Activation controllers for audio and aliases
Added: Total play time displayed on cart completion
Added: Emitted objects can optionally inherit heading and facing rotations
Changed: Can now sink in water by increasing object gravity
Changed: .pov exporter merges sequential voxels of same colour
Changed: Animation completion does not cause parent activation controller to expire
Changed: Can use go_to_room internal script with current room number
Changed: Hoisting is stiffer / more reliable
Changed: Can press button to restart after dying after only 1 second (was 2)
Changed: Doors do not warp in if they are occupied or triggered at t==0
Fixed: Doors only reporting occupied event on room entry
Fixed: Water: more robust wading, transitioning between swimming and standing.
Fixed: rand bullet duration
Fixed: incremental item collection
Fixed: aliased modifiers evaluating dereferenced parent
Fixed: emitter id == 0 clobbered on paste
Fixed: cut and pasting object definitions generates new ids
Fixed: actor:time in microscript statements
Fixed: actor:m_state.* called from room object activation controller
Fixed: Inactive modifier attribute values shown from incorrect parent
Fixed: Monsters don't run at full speed at player 2
Fixed: restarting room clobbers total_time_taken
Fixed: broken wall connectivity in small rooms
Fixed: actor state flags not set on zeroth frame
Fixed: Stand-alone emitter remains dormant forever even when duration/bursts have expired
Fixed: Barrel sometimes explodes when thrown from fast run
Fixed: Crash event triggered by carrying actor
Fixed: Walls do not extend down in liquid based rooms
Fixed: Player:super_state:died query sometimes gives false negative
Fixed: Pickups warping in inside player sometimes not immediately collected
Fixed: Room switching sometimes not triggered when carrying other player through door
Fixed: audio editor state is initialised with bad values after new sound created
Fixed: monster accel halved when mode:wandering
Fixed: Joystick not responding when left stick is up to the left
Fixed: death-triggered events don't fire when death caused by actor collision event

Here's a small suggestion: An option page!
1. To Activate
For the Web Player, I suggest we add a button. "Where can we add the button?", you may ask. There are two different methods for pausing: clicking on the screen, and pressing the button. I'd suggest we remove the button, and add a settings button!
The offline version, however, could use a command, such as "options", "settings", or "fix".
2. Suggested Settings
- Controls
- Fullscreen
- Audio Buffer (web only[If you can change that])
- Separate Pause Button (So players each have a pause button, but it does the same thing nonetheless.)
Thanks for your time!

Hi,
If you're a newcomer to pico, this may help : tutos.
The cartridges describe a new concept each time. The screencasts have any sound (no language problem). The PDF files are in french. I may translate then later if required. Enjoy :)
King regards,
jihem
Hello everyone !
This is my first game with Pico 8, (and my first game so far... not that i ever tried).
Please give me some feedback ! And excuse my english as I'm french.
About the game :
MINE KEEPER
There's an in-game help but let me explain some basics :
You're the mine keeper, so you have to make some gold for your evil boss lord.
To do so, you have access to a variety of workers and spells.
And also a whip to keep everyone motivated !
Controls :
[c] - place worker / buy spell
[x] - whip worker
[arrows] - select / move
The game is quite unfair
Some games will be harder, some easier. Because life in the mine is unfair.

Howdy folks!
I was recently at the Austin TX Juegos Rangheros game dev meetup, and the main topic was Pico8!
This reminded me that I wrote an article and I promptly forgot to post it here on the forums!
I would love to hear everyone's thoughts and freedback, especially since I heard Joseph of Lexaloffle is interested in a "Pico8 Console"!
http://missingsentinelsoftware.com/blog/ouya-pico-8s-fantasy-console

Classic dungeoncrawling renderer which draws 8x8 pixel tiles to represent the view. Player movement is restricted to the grid and 4 directions.
Things that could be experimented with or added:
- Floors and ceilings.
- Sprites like trees or enemies.
- Different textures depending on grid value.
- Transitions when turning left right, or even forward backward.
- Dynamic lighting. Use different lightsources and write to a gridbased lightmap which is then used when rendering.
- Height levels.
- The perspective is a bit weird sometimes and I guess could be made better
Controls: Use arrow keys to move and x to place/remove block. Cannot move outside level bounds.
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The more lua code I write in the pico-8, the more general purpose functions I wind up discovering. Here is my current utility library, I'll probably continue adding more as time progresses.
Quick sort
This one is pretty straight forward, you simply call it by providing a table and an optional comparator (for non-numeric lists), and it will in-place sort your table. It currently does not return anything, but it could me modified to return the table passed if you want to chain things.
-- Inplace quick sort
function qsort(tbl, cmp, first, last)
first = first or 1
last = last or #tbl
cmp = cmp or function (x,y) return x - y end
if (first >= last) then
return
end
local pivot, pv, tail = first, tbl[pivot], last
while pivot < tail do
local tv = tbl[tail]
-- Tail is smaller than the pivot
-- Shuffle things around
if ( cmp(pv, tv) > 0 ) then
tbl[pivot], pivot = tv, pivot + 1
tbl[tail] = tbl[pivot]
end
tail = tail - 1
end
tbl[pivot] = pv
qsort(tbl, cmp, first, pivot - 1)
qsort(tbl, cmp, pivot + 1, last)
end
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Quick update to remove the need to use cursor keys and z to draw. The circles only draw on the X axis I think cos/sin to do those pretty curves you see in graphs
I was inspired by the last p8jam and wanted to simulate a pebble dropping in a calm pool of water.
You can imagine my surprise when I held down z and moved around :D

The first PICO-8 Jam has ended, and peer ratings have been tabulated and verified. Thanks so much to all participants for making the jam a wonderful event and for producing an excellent collection of rain-themed cartridges. It was a close one, with only a difference of 0.04 PICO-8 stars (out of 8) between the two highest-rated entries. With an average of 6.92 stars, the winner is.. drumroll..
Frog Home! By JTE! white noise cheering sound
Congratulations JTE, and you'll be receiving a small prize in the mail from PICO-8 HQ -- a commemorative plastic coaster depicting your cartridge, along with a PICO-8 canvas bag.
With an extremely close 6.88 stars, is Benjamin Soulé's Rainmaker:
Also close behind were Rain Culture by NuSan, Tea by moonmagic, and the equally heart-melting Rainy Day Friends by electricgryphon.
Stay tuned for the next Jam, which will be in the first quarter of 2016. And if you're not burnt out from jamming or missed this one, join me for Ludum Dare this coming weekend!
You can view all of the P8JAM1 entries here, or directly play the carts mentioned in this post below.

This is week 4 of my blog series where I'm making a pico8 game every week.
Controls:
Arrows to move/navigate menu
X to open menu and select actions
Z to cancel menu
Actions:
Hunt: Get meat, in spring you don't lose hunger due to finding berries.
Chop Wood: Gather wood for building fires in winter
Build Fire: Build a fire using 2 wood, in winter fires are required to keep from freezing to death. You also only regenerate health when full health, 0 cold and near a fire.
Eat: Eat 1 meat to restore 3 hunger points.
If your health reaches 0, or if you get as cold as your remaining health you lose.
This game is meant to be rather hard, but I didn't have time to balance it. So it may or may not be hard at all.
You can find my blog post here: quidditycode.com

I was thinking about how one might make an interesting game involving ferrying passengers across a river. Then I got sidetracked by making imagery inspired by the ferry across the river Styx and the little fog lamp... This is kind of unusual for me, just posting a non-game cartridge, but I like how the clouds came out.
I might still make the ferry game, but I don't know if it will be about Styx or the underworld. I have quite a few ideas though, mostly involving crowded passengers and monster attacks.
TL;DR : It's an art cartridge, this is all it does, I might make a game out of it later.






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