Made this cart a while ago, thought I would release it now with the new inventory switching ability.
Just a fun little test.
Just for fun, capture of picture of anything you can paint. I was able to make a watermelon slice.
Enjoy.
Note: It is a finished cart, I do not plan to do anything with it. Go ahead and edit it if you wish, just give credit to me.
Note: If for any reason you don't know how to switch weapons, whatever keys assigned to [SL] and [SR] are the switching buttons.

On every version of pico-8, some keys and key combos don't work. The biggest problem is that enter doesn't work. The rest of the letter keys appeared to work.
This problem applied on both win8.1 and win10. My computer has an Intel Atom Z2760 @ 1.8GHz so it's a 32bit OS.
Any help is appreciated. Thanks.

For LD#34, a game using the themes "Two button controls" and "Growing", as well as the rain theme I missed here. Because why not have three themes?
The engine and gameplay is done, though the later dance moves don't unlock yet. I'm thinking they'll activate at powerup points or after you grow 20 or so plants, though that's dependent on the still unfinished level designs.
Still to do post-jam: (and hopefully in the next 2-3 days)
- more puzzle designs
- music!
- win condition: grow 100 plants?
I'm a little disappointed that the special behaviors with planting on fires and shining sunlight to grow plants in rain and exorcise piranha plants didn't get into the jam demo, but they are coded and working well. You can debug the extra dance moves with Q for now, if you're interested.
I'm pretty happy with this project, especially how decent the pixel art I did in a couple hours looks. PICO-8 is really a good fit for gamejams.
EDIT: 0.3.3b patch is now up; if you tried 0.3.3 from a clean install and got stuck on the title menu, see this post.
Voxatron 0.3.3 builds are now up! Check your updates page for downloads, now including a native 64-bit Linux version. Builds should be up on Humble soon too (check the version number on the files).
Main new features of interest are: integrated music tracker, custom inventories, multiplayer selection and room transition logic, new microscripting events and better activation control, improved water physics. Check out cartridges in the ALPHA CARTS menu: The Jelly Room, Chaos Fortress to see some of these in action. I'll post a more complex demo of custom inventories and weapon switching soon.
I want to do a de-make of "Another World", this game is built of many static screens (no scrolling) and the backgrounds are drawn using very creative, data efficient, free-form "polygons".
To increase the number of screens I can have, and match the free-form polygonal art style, it seems better to discard the tile map, and use the map data to store "screens" and each screen would store "polygon info". So it would just be the points for the polygons, or something simpler - maybe just indexes of known shapes and a colour value to apply to them, something like that.
However it's stored - it would be expensive to re-draw the entire thing every frame, so I would have to use the old school technique of;
- draw the background once,
- capture the area behind a sprite,
- draw the sprite,
- then to re-draw, paste the captured area back over it, adjust the sprite x,y and repeat
How do I prevent the normal re-draw, and how do I capture an area of the screen?
Any thoughts on my approach?
Hi, I'm still learning about Pico-8.
Given that there is ONE map (count-em, one!), if a game wants to give the impression of a bigger world, it's going to have to resort to some old school techniques, yes?
A lot like how Mario on the NES was done by making levels out of "chunks" of tiles, eg. one chunk is a set of stairs with a gap in the middle, another is 2 platforms above each other, etc. Thus the level data can just be a serialised list of chunk indexes.
I ask because, for fun, I want to try making "de-makes" of classic games. One might be "Another World". I was coming up with a level storage format which might just be a series of types of shapes, or points, and draw the polygons to create a 2D image, much like the original did, but this would have to be plotted out once, and then I'd have to use old school method of; every frame, capturing the small screen area behind the player, drawing the player, then erasing the player with the stored screen area, apply the movement, and repeat. To avoid re-drawing the background every frame because it might be computationally expensive.

Im testing out a Galaxy Tab 4 with the html player of pico 8 and sadly its a tad slower than expected. Are there any plans to release the VM without an HTML layer on the droid in google play store? I feel like it would be good alternative for on the go tinkering to compliment SmileBasic on 3DS for those of us that prefer to carry a tablet instead of game system with us when we are out an about...
Just a tought...I think ergonomically and themeatically its a good fit. Technically, seems at least doable, if not just outright tedius...
Use the left and right arrows to move, x to shoot and z to shoot a bomb.
you only have two bombs so use them wisely.
colliding with other ships does 3 hearts of damage.
Week 5 of my weekly pico8 game project
You can find my blog here: quidditycode.com
Had very little time for LD34 - made in a hurry :) Theme = growing.
- Navigate with [left]/[right]
- Shoot with action buttons [x] or [z]
The aim is to merge and grow the evil boxes in order to have one left - then it will collapse due to it's unbearable mass! (erm).
Whenever you hit a box it changes direction. The magnetic field is also activited and shown as a circle. When boxes have an active magnetic field and are close to eachother the bigger box will consume the smaller one.


My entry for LD34.
I didn't really participated in this Ludum Dare (again)... I just started to do something on whim 3 hours before the deadline. So "Bean up" is what I managed to finish in that time. :)
Ohh, a link to the games LD page, in case somebody arrives from anywhere else than the LD site, and wants to vote (hehe) http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=36967
POST-COMPO VERSION:
If you came here to vote on Ludumdare, please play the original version!
If you are just here to play, then definitely play this post compo version. :) I worked on it a couple of more hours. Not that it means that I worked on it more time than any LD participiant :) I'm still nowhere near 48 hours - maybe around 5-6 I guess.
Small game made for the Idle Thumbs Community Winter Wizard Jam. Created by Jonathan Decker and Ben Stryker. You play as a shitty wizard who just wants to drink his coffee in peace, but children keep mistaking him for Santa! Use the arrow keys to move and press 'Z' to temporarily turn small children into snowmen. Visit the game jam submission page
Get all rabbits and grow a good amount of grass to go to the next level.
Parts of lit areas can be turned to grass once isolated from light using your snake body.
Controls :
Arrow keys : move snake
There are rabbit holes, so lure rabbits outside by growing grass around them.
Yhen eat them, it will make the snake grow
Moles are your enemies, mainly because they have lasers. Don't let them see you so you can eat them
This game has been made in 48 hours during Ludum Dare 34
You can find a Timelapse made during the LudumDare, followed by a bit of gameplay :







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