Wander through the Lands Of Yocta on this strange night.
controls
z,x: rotate
arrows: walk
double-tap up: run
~
This is my latest Pico-8 voxel tech demo! It has a completely homemade voxel engine which you can totally borrow if you want to!
Also, you can (and should) read about the tech side of this project in this terribly long walkthrough!
And I do weekly Pico-8 tech write-ups on that blog now, so bookmark it or something! ;D
~
[b]Special thanks to my generous 'Super Helper' tier Patreon patrons:










Kept wanting to do different things this month, just like every month. Ended up working on this but couldn't think of any further gameplay that didn't kind of ruin the peacefulness. So I just left it like this, and I quite enjoy it. Perhaps you will too. Or not.
Controls
Z to start. Arrows move the gull back and forth, up and down, but otherwise players do not affect the game.
Objective
No objective. Just hang out above the fields and roads.
itch.io page: here (If something really bothers you about this and you want to ensure I read your message, post it there. Lexaloffle forums sadly don't notify me of replies.)
1GAM May 2017
Some rubbish.
First started a half-assed attempt at the Butterscotch Shenanijam last weekend.
The theme I rolled was "Squeaky Elk", so this is "A Game about a Squeaky Elk".
Then, somewhere in the middle, I made PICO-8 crash and lost a lot of the code and stopped working out of frustration.
I still wanted to do something for May's #1GAM, so I tried to redo some of what I lost in the crash.
It's not that much fun and I even left out any beginning/menu/end, but it's still playable.
You move the elk, trying to get the screen squeaky clean. Scrub that dirt. Reset the screen at any point by pressing any of the action buttons.
Well, that ought to do it, i guess.

THIS WILL BE UPLOADED ON THE OFFICIAL TEAM PICO ACCOUNT SOON
Team Pico is of course a team that is made of some friends and myself. Although it is made of several people, I made this game by myself though with some models from Bloxels, but the pizza I made. Sorry that we're called Team Pico, even though we first uploaded a Vox level. We think Voxatron is being overtaken by Pico-8, so we're going to try to upload both, but mostly Vox. Also, some chocolate castle. We have no schedule, but will try to upload on a weekly basis. Bye!
Wire up your robot pals using sensors and logic gates to solve the puzzles and maybe even reunite with an old friend.
The original development thread is here.
I've put it up on itch.io as well.










-Fixed a bug where the color/part selector information would not always show when it should
-Improved / new sfx and sfx logic
-Some physics improvements (potentially highest max speed without a stroboscopic effect causing it to appear super slow.)
Z / X (o and x) - Spin left/right
Up / Down - Select Part
Left / Right - Change part color
So based on feedback, this new version mucks with the physics a bit so that the inertia is more realistic.
..It also adds a spin counter and color customization.
Orange, Light-Grey and Black are available at the start. New colors are unlocked every 100 spins.






I've seen this twice now but I'm not sure what triggers it, though it seems to be a segfault on the audio thread. This is on Sierra 10.12.5. Crash log:
Process: pico8 [32459] Path: /Applications/PICO-8.app/Contents/MacOS/pico8 Identifier: com.Lexaloffle.pico8 Version: pico8 (pico8) Code Type: X86 (Native) Parent Process: ??? [1] Responsible: pico8 [32459] User ID: 501 Date/Time: 2017-05-31 13:25:46.486 -0600 OS Version: Mac OS X 10.12.5 (16F73) Report Version: 12 Anonymous UUID: 281491B3-960F-3047-31B2-CE3A79AE11CD Sleep/Wake UUID: 97985B94-7732-47FB-B7DE-F481C69F10E5 Time Awake Since Boot: 170000 seconds Time Since Wake: 5800 seconds System Integrity Protection: enabled Crashed Thread: 2 com.apple.audio.IOThread.client Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000008 Exception Note: EXC_CORPSE_NOTIFY Termination Signal: Segmentation fault: 11 Termination Reason: Namespace SIGNAL, Code 0xb Terminating Process: exc handler [0] VM Regions Near 0x8: --> __TEXT 0000000000001000-00000000000be000 [ 756K] r-x/rwx SM=COW /Applications/PICO-8.app/Contents/MacOS/pico8 Thread 0:: Dispatch queue: com.apple.main-thread 0 com.Lexaloffle.pico8 0x00059b4b pico8_lua_alloc + 59 1 com.Lexaloffle.pico8 0x000119d2 luaM_realloc_ + 66 2 com.Lexaloffle.pico8 0x00016d64 luaH_new + 52 3 com.Lexaloffle.pico8 0x00019cbf luaV_execute + 6991 4 com.Lexaloffle.pico8 0x0001af28 luaD_call + 136 5 com.Lexaloffle.pico8 0x0001fbcd luaV_arith + 445 6 com.Lexaloffle.pico8 0x00019e87 luaV_execute + 7447 7 com.Lexaloffle.pico8 0x00020b57 unroll + 615 8 com.Lexaloffle.pico8 0x00020cc3 resume + 307 9 com.Lexaloffle.pico8 0x0000b896 luaD_rawrunprotected + 70 10 com.Lexaloffle.pico8 0x000239dc lua_resume + 92 11 com.Lexaloffle.pico8 0x00042cf3 run_slice_section + 611 12 com.Lexaloffle.pico8 0x00042fd7 run_slice + 71 13 com.Lexaloffle.pico8 0x00007dde codo_main_update + 2430 14 com.Lexaloffle.pico8 0x00078ae9 codo_main + 185 15 com.Lexaloffle.pico8 0x00001e65 start + 53 Thread 1:: SDLTimer 0 libsystem_kernel.dylib 0xa17de30e __psynch_cvwait + 10 1 libsystem_pthread.dylib 0xa18c2eb0 _pthread_cond_wait + 647 2 libsystem_pthread.dylib 0xa18c6acd pthread_cond_timedwait$UNIX2003 + 52 3 SDL2 0x00342fe0 0x30e000 + 217056 4 SDL2 0x003433b6 0x30e000 + 218038 5 SDL2 0x00343fc7 0x30e000 + 221127 6 SDL2 0x00343b6d 0x30e000 + 220013 7 SDL2 0x003435b1 0x30e000 + 218545 8 libsystem_pthread.dylib 0xa18c2047 _pthread_body + 184 9 libsystem_pthread.dylib 0xa18c1f8f _pthread_start + 243 10 libsystem_pthread.dylib 0xa18c184a thread_start + 34 Thread 2 Crashed:: com.apple.audio.IOThread.client 0 com.Lexaloffle.pico8 0x000a3e05 mix_sfx_tick + 293 1 com.Lexaloffle.pico8 0x000a4994 mix_sfx_channel + 676 2 com.Lexaloffle.pico8 0x000a4b1e update_mix_channel + 366 3 com.Lexaloffle.pico8 0x000a4d0a codo_mixer_callback_0 + 58 4 SDL2 0x00310394 0x30e000 + 9108 5 com.apple.audio.units.Components 0x0da37a86 AUInputElement::PullInput(unsigned long&, AudioTimeStamp const&, unsigned long, unsigned long) + 172 6 com.apple.audio.units.Components 0x0d916ade AUInputFormatConverter2::InputProc(OpaqueAudioConverter*, unsigned long*, AudioBufferList*, AudioStreamPacketDescription**, void*) + 266 7 com.apple.audio.toolbox.AudioToolbox 0x9327bbe3 AudioConverterChain::CallInputProc(unsigned long) + 377 8 com.apple.audio.toolbox.AudioToolbox 0x9327b9e2 AudioConverterChain::FillBufferFromInputProc(unsigned long*, CABufferList*) + 382 9 com.apple.audio.toolbox.AudioToolbox 0x93259a7f BufferedAudioConverter::GetInputBytes(unsigned long, unsigned long&, CABufferList const*&) + 173 10 com.apple.audio.toolbox.AudioToolbox 0x93231edb CBRConverter::RenderOutput(CABufferList*, unsigned long, unsigned long&, AudioStreamPacketDescription*) + 83 11 com.apple.audio.toolbox.AudioToolbox 0x93259908 BufferedAudioConverter::FillBuffer(unsigned long&, AudioBufferList&, AudioStreamPacketDescription*) + 262 12 com.apple.audio.toolbox.AudioToolbox 0x93259a54 BufferedAudioConverter::GetInputBytes(unsigned long, unsigned long&, CABufferList const*&) + 130 13 com.apple.audio.toolbox.AudioToolbox 0x932881b5 Resampler2Wrapper::RenderOutput(CABufferList*, unsigned long, unsigned long&) + 145 14 com.apple.audio.toolbox.AudioToolbox 0x932362ba SampleRateConverter::RenderOutput(CABufferList*, unsigned long, unsigned long&, AudioStreamPacketDescription*) + 30 15 com.apple.audio.toolbox.AudioToolbox 0x93259908 BufferedAudioConverter::FillBuffer(unsigned long&, AudioBufferList&, AudioStreamPacketDescription*) + 262 16 com.apple.audio.toolbox.AudioToolbox 0x93259a54 BufferedAudioConverter::GetInputBytes(unsigned long, unsigned long&, CABufferList const*&) + 130 17 com.apple.audio.toolbox.AudioToolbox 0x93231edb CBRConverter::RenderOutput(CABufferList*, unsigned long, unsigned long&, AudioStreamPacketDescription*) + 83 18 com.apple.audio.toolbox.AudioToolbox 0x93259908 BufferedAudioConverter::FillBuffer(unsigned long&, AudioBufferList&, AudioStreamPacketDescription*) + 262 19 com.apple.audio.toolbox.AudioToolbox 0x9327b71f AudioConverterChain::RenderOutput(CABufferList*, unsigned long, unsigned long&, AudioStreamPacketDescription*) + 101 20 com.apple.audio.toolbox.AudioToolbox 0x93259908 BufferedAudioConverter::FillBuffer(unsigned long&, AudioBufferList&, AudioStreamPacketDescription*) + 262 21 com.apple.audio.toolbox.AudioToolbox 0x93224414 AudioConverterFillComplexBuffer + 313 22 com.apple.audio.units.Components 0x0d9163df AUInputFormatConverter2::PullAndConvertInput(AudioTimeStamp const&, unsigned long&, AudioBufferList&, AudioStreamPacketDescription*, bool&) + 139 23 com.apple.audio.units.Components 0x0d91620a AUConverterBase::RenderBus(unsigned long&, AudioTimeStamp const&, unsigned long, unsigned long) + 562 24 com.apple.audio.units.Components 0x0da3ab75 AUBase::DoRenderBus(unsigned long&, AudioTimeStamp const&, unsigned long, AUOutputElement*, unsigned long, AudioBufferList&) + 141 25 com.apple.audio.units.Components 0x0da3a8ac AUBase::DoRender(unsigned long&, AudioTimeStamp const&, unsigned long, unsigned long, AudioBufferList&) + 552 26 com.apple.audio.units.Components 0x0d9199fe AUHAL::AUIOProc(unsigned long, AudioTimeStamp const*, AudioBufferList const*, AudioTimeStamp const*, AudioBufferList*, AudioTimeStamp const*, void*) + 2756 27 com.apple.audio.CoreAudio 0x93e5af16 HALC_ProxyIOContext::IOWorkLoop() + 7936 28 com.apple.audio.CoreAudio 0x93e58dc4 HALC_ProxyIOContext::IOThreadEntry(void*) + 236 29 com.apple.audio.CoreAudio 0x93e89813 ___ZN19HALC_ProxyIOContextC2Emj_block_invoke + 20 30 com.apple.audio.CoreAudio 0x93e58c97 HALB_IOThread::Entry(void*) + 71 31 libsystem_pthread.dylib 0xa18c2047 _pthread_body + 184 32 libsystem_pthread.dylib 0xa18c1f8f _pthread_start + 243 33 libsystem_pthread.dylib 0xa18c184a thread_start + 34 Thread 3:: com.apple.NSEventThread 0 libsystem_kernel.dylib 0xa17d691e mach_msg_trap + 10 1 libsystem_kernel.dylib 0xa17d5e93 mach_msg + 51 2 com.apple.CoreFoundation 0x94262276 __CFRunLoopServiceMachPort + 214 3 com.apple.CoreFoundation 0x942616a8 __CFRunLoopRun + 1576 4 com.apple.CoreFoundation 0x94260e1a CFRunLoopRunSpecific + 506 5 com.apple.CoreFoundation 0x94260c0b CFRunLoopRunInMode + 123 6 com.apple.AppKit 0x920c7177 _NSEventThread + 235 7 libsystem_pthread.dylib 0xa18c2047 _pthread_body + 184 8 libsystem_pthread.dylib 0xa18c1f8f _pthread_start + 243 9 libsystem_pthread.dylib 0xa18c184a thread_start + 34 Thread 4: 0 libsystem_kernel.dylib 0xa17decba __workq_kernreturn + 10 1 libsystem_pthread.dylib 0xa18c1b95 _pthread_wqthread + 841 2 libsystem_pthread.dylib 0xa18c1826 start_wqthread + 34 Thread 2 crashed with X86 Thread State (32-bit): eax: 0x00157440 ebx: 0x000a3cee ecx: 0x00000001 edx: 0x00000000 edi: 0x00000000 esi: 0x0091444c ebp: 0xb0b1a3a8 esp: 0xb0b1a320 ss: 0x00000023 efl: 0x00010202 eip: 0x000a3e05 cs: 0x0000001b ds: 0x00000023 es: 0x00000023 fs: 0x00000023 gs: 0x0000000f cr2: 0x00000008 Logical CPU: 0 Error Code: 0x00000004 Trap Number: 14 Binary Images: 0x1000 - 0xbdff7 +com.Lexaloffle.pico8 (pico8 - pico8) <DCA260AA-0B9B-DCA3-2F25-8D3A6AFA6E83> /Applications/PICO-8.app/Contents/MacOS/pico8 0x229000 - 0x22bff7 com.apple.ForceFeedback (1.0.6 - 1.0.6) <11492154-36B9-31B9-A990-A34E37BF58EF> /System/Library/Frameworks/ForceFeedback.framework/Versions/A/ForceFeedback 0x295000 - 0x2cfa93 dyld (433.5) <96ACA788-B094-3081-ACE1-7CF125D4C435> /usr/lib/dyld 0x30e000 - 0x3bcff9 +SDL2 (3.1) <C9F62F95-315A-34EF-B3C0-CD283495CF95> /Applications/PICO-8.app/Contents/Frameworks/SDL2.framework/Versions/A/SDL2 0x1b9c000 - 0x1bb3ff3 libCGInterfaces.dylib (331.5) <FEBA4BB0-463D-3124-A55D-FA57FBC223CA> /System/Library/Frameworks/Accelerate.framework/Frameworks/vImage.framework/Versions/A/Libraries/libCGInterfaces.dylib 0x844f000 - 0x85ebffb GLEngine (14.0.16) <11A26FEF-3125-36EB-B3EE-0AF7BA156583> /System/Library/Frameworks/OpenGL.framework/Resources/GLEngine.bundle/GLEngine 0x862a000 - 0x8656ff7 GLRendererFloat (14.0.16) <FC394056-FD68-3735-B42B-DB6502CB2815> /System/Library/Frameworks/OpenGL.framework/Resources/GLRendererFloat.bundle/GLRendererFloat 0x9000000 - 0x9568ff7 com.apple.driver.AppleIntelHD5000GraphicsGLDriver (10.25.13 - 10.2.5) <E48A9AA1-30B8-3DD8-9BBD-300D5C2063E0> 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/usr/lib/system/libsystem_symptoms.dylib 0xa18d7000 - 0xa18e9ffb libsystem_trace.dylib (518.60.2) <BE958A68-4171-364B-B917-9003618858FE> /usr/lib/system/libsystem_trace.dylib 0xa18ea000 - 0xa18f0ffb libunwind.dylib (35.3) <EDA423D6-B30C-3DF9-AB11-DE09F8BC4573> /usr/lib/system/libunwind.dylib 0xa18f1000 - 0xa1917fff libxpc.dylib (972.60.2) <F97C3E5B-07CD-3C42-A614-CED36989E678> /usr/lib/system/libxpc.dylib External Modification Summary: Calls made by other processes targeting this process: task_for_pid: 4 thread_create: 0 thread_set_state: 0 Calls made by this process: task_for_pid: 0 thread_create: 0 thread_set_state: 0 Calls made by all processes on this machine: task_for_pid: 122987 thread_create: 0 thread_set_state: 0 VM Region Summary: ReadOnly portion of Libraries: Total=200.3M resident=0K(0%) swapped_out_or_unallocated=200.3M(100%) Writable regions: Total=159.9M written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=159.9M(100%) VIRTUAL REGION REGION TYPE SIZE COUNT (non-coalesced) =========== ======= ======= Accelerate framework 128K 2 Activity Tracing 256K 2 CG backing stores 3700K 4 CG image 108K 7 CoreAnimation 20K 4 CoreUI image data 548K 6 CoreUI image file 176K 4 Foundation 20K 2 Image IO 16K 3 Kernel Alloc Once 8K 2 MALLOC 126.9M 50 MALLOC guard page 48K 10 Memory Tag 242 12K 2 Memory Tag 249 156K 3 OpenGL GLSL 128K 3 Stack 10.0M 6 Stack Guard 56.0M 6 VM_ALLOCATE 452K 24 VM_ALLOCATE (reserved) 36K 2 reserved VM address space (unallocated) __DATA 10.9M 219 __GLSLBUILTINS 2588K 2 __IMAGE 528K 2 __LINKEDIT 62.6M 12 __OBJC 2928K 80 __TEXT 137.8M 222 __UNICODE 556K 2 mapped file 216.5M 145 shared memory 16.4M 13 =========== ======= ======= TOTAL 649.3M 811 TOTAL, minus reserved VM space 649.3M 811 Model: MacBookPro11,2, BootROM MBP112.0138.B25, 4 processors, Intel Core i7, 2.5 GHz, 16 GB, SMC 2.18f15 Graphics: Intel Iris Pro, Intel Iris Pro, Built-In Memory Module: BANK 0/DIMM0, 8 GB, DDR3, 1600 MHz, 0x80AD, 0x484D54343147533641465238412D50422020 Memory Module: BANK 1/DIMM0, 8 GB, DDR3, 1600 MHz, 0x80AD, 0x484D54343147533641465238412D50422020 AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x134), Broadcom BCM43xx 1.0 (7.21.171.126.1a2) Bluetooth: Version 5.0.4f18, 3 services, 27 devices, 1 incoming serial ports Network Service: Wi-Fi, AirPort, en0 Serial ATA Device: APPLE SSD SM0512F, 500.28 GB USB Device: USB 3.0 Bus USB Device: Apple Internal Keyboard / Trackpad USB Device: BRCM20702 Hub USB Device: Bluetooth USB Host Controller Thunderbolt Bus: MacBook Pro, Apple Inc., 17.1 |



Just started learning Pico-8 today. What an awesome software. This game will evolve, stay tuned!
OMEGA Enforcer X
Fight through endless waves of aliens (+ asteroids), and become first on the leaderboard!
Controls:
X - action/fire
UP, DOWN, LEFT, RIGHT - to move around
Update 1.1:
- Added music, made by awesome Gruber
- Updated main menu:
- Credits tab
- Smooth animations
- Fixed boss particles
- Fixed leaderboard bug
[b]Older versions:





I'm simply curious to know whether midi input will be added natively to Pico-8. I enjoy composing in FamiTracker using my KORG nanoKEY2 (tiny piano keyboard for entering midi notes), and I really wish I could do the same in Pico-8. I guess there are workarounds for this, but, I'm still hoping this will be added in the future; it'd really push this product over the edge for me enjoyability wise.






VIRUSH was a Tron inspired idea for an infinite runner. Although there are no enemies or obstacles there's still a score, a reason to run, and some things that can hurt you.
The game auto-runs, jump with X.
Launch a useless (no enemies) disc with Z for cool sound effects!
I mostly used this for practice with infinite backgrounds and spawn different objects with variables in order to get a little bit of practice in generating random, procedural, or prefab maps. I also used it to practice on having multiple screens available to players (title, info, and game) and rearranging my interface to be more user friendly.
In the future I may add more to this with monsters or additional platforms, but for now it was a good practice run!

These are variations of the rnd() function, but these return integers. You can either give just a maximum value or an arbitrary minimum and maximum value. You can also choose whether you want the maximum value to be exclusive or inclusive.
--random int between 0,h function rand(h) --exclusive return flr(rnd(h)) end function randi(h) --inclusive return flr(rnd(h+1)) end --random int between l,h function randb(l,h) --exclusive return flr(rnd(h-l))+l end function randbi(l,h) --inclusive return flr(rnd(h+1-l))+l end |





