Description
Old project that I decided finishing: It slices the screen (vertically and horizontally) as many times as requested. The slices then recursively slice, with some randomness to their dimensions.
Additionally, graphics mode can be changed. Hold the regeneration button for some trippiness.
And hey, if you like it, check out more trippy stuff on twitter :)
Controls
z,x: regenerate
up,down: change screen mode
left,right: change amount of slices (1 to 6)
Turbotron is unique among tron games because it has acceleration which makes the classic tron game so much more fun and also more like the light bikes in the original movie. It's a work in progress but please give feedback and enjoy!!
Regards,
James Lee
www.leetwins.online
UPDATE [4th Jan 2019]
-updated minor errors
-reactivated acceleration in single player mode
NEXT UPDATE [soon-ish]
-will clean up code which should fix some current glitches
-will improve A.I. in single player mode to be more 'intelligent' and challenging
-possibly other improvements from users feedback



Latest version :
Round of polish to make the game more look and sound better as well as some tweaks to make it a little cooler :D
- More audio
- Nicer visuals
- Tweaked audio
- Keep playing as the ship between levels
- Asteroids persist between levels and deaths
This is a thing I started a LOOOOOOOOONG time ago. About 2 years. I was really pleased with where I got too but unsure how to add that final level of polish to really finish it.
My plan now is to iterate. Tweak and get this done!!!



the full color "fillp + rectfill" drawing.
about fill pattern drawing old format follow.
URL FILLPDRAW
that's can only 2 color in cell of 4x4 size.

A real-time fire effect based on the PSX Doom fire described by the wonderful Fabien Sanglard. Uses interlaced rendering to speed things up dramatically. Use the arrow keys to add wind, Z to show/hide stats, and X to turn the fire on and off.
A similar Pico-8 fire was done by Ben Hickling. However, that one looks and works a little differently, and runs at a lower 32x32 resolution (though with higher performance).
I think there's probably ways to make this a fair bit faster, but I just wanted to share this with you all. I hope it keeps you warm, and Happy New Year!
Hello!
I have just started to dive into Pico 8 and Lua. I've been working on building a simple animator for my game and have run into some strange issues with regard to tables.
I declare a table and later add to it like this:
a = {} a.p = {x=1, y=2, z=3} |
The function count(a) then returns 0. Additionally, all(a) and foreach(a, function) will not iterate overt the table. Strangely, I am still able to access the information. For example,
print(a.p.x) |
will correctly print the number 1. If I declare the table explicitly
a = {p={x=1,y=2,z=3}} |
I have no issues. I also don't have issues if I use add() to insert new table values. However, I need to utilize the associative array functionality of the table and to add and remove values at runtime, so neither of these solutions is sufficient.
The best fix I have found is to use pairs() instead of all(). For some reason, pairs() works properly regardless of how I add values to the table. This solves my problem, but the fact that I have no idea why leads me to believe that I have some serious misunderstanding of how Lua tables and/or the Pico 8 tables api works. I'm curious as to whether others have encountered this issue and would appreciate some feedback as to where my misunderstanding may lie.








My name is Bart (short for Bartłomiej). I am preparing an article about Polish PICO-8 developers. Normally, I would try to contact Krajzeg, Mr Kozlowski, Krystman, Darkhog and others via private messages or something along these lines, but I am not able to do it using this forum. Therefore, I allow myself to rally them via this post - I hope this is okay.
I would be very grateful if you could send me an e-mail and we can take it from there. My last name is Nagorski and e-mail address is full_first_name.last_name AT gmail.com.
Looking forward to hearing from you all!

I had to recreate my Sphere on Voxatron. I wandted to see how it'd look. I don't have a fillp routine yet, but I feel already happy with how it looks.
I didn't redo the white HUD tidbits for a specific reason : I haven't got to determine the good processes to make good HUD. The "Core status" part looks not as good as I expected.
Hey there. I'll be writing down a few things I'm discovering while taking a bite off the brand new Voxatron update. Scripting API was a long-awaited feature and I'm definitely excited to give a new spin to Vox.
Disclaimer
I'm writing this post while playing with the alpha 0.3.5b. Stuff I'll be writing can and may change over versions.
Script organization
As a script is a component like others, you can perfectly use them in an actor as well as an animation or an emitter. update and draw are called when an actor is updated or drawn.
A script has a basic encapsulation system. Local "top"[^1] variables are indeed locals to the script and globals are shared over scripts. Yeah, you read that perfectly. You can perfectly have "library" script pieces that are just there to hold your functions akin to a Pico8 code tab as long as the desired functions or variables are global.
Note that if the script has _draw and _update, they take precedence over Voxatron's routines, even if they're not placed in a room. I'm linking a cart that stores two script pieces, a few circle drawing routines and a script having _update and _draw. Feel free to download it to see how it goes. As you can see, the room is totally blank and isn't actually rendered at all.



Hey look, it's a Voxatron update!
Builds are live on lexaloffle and Humble. If you have trouble accessing your account, see this page. If you own only PICO-8, you can now update to the Voxatron + PICO-8 bundle for the difference of $5 here.
This update folds in a lot of fantasy console work, and is the first time you can see Voxatron in something similar to its final form. It has the usual trappings of a fantasy console: carts with labels (and matching .vx.png file format), a boot sequence, a SPLORE-like interface, virtual cpu limitations, and most notably, a Lua scripting API. The API is a superset of PICO-8's one and can be used to write PICO-8 style programs from scratch, or mixed with built-in engine features.
[A note for returning Voxatron users, including "Humble Voxatron Debut" customers: you can also download PICO-8 with the key that you originally purchased with. And if you don't know what PICO-8 is -- have a quick look here because it is very relevant for this update! PICO-8 started as a playground for Voxatron's scripting system, but grew into the fantasy console concept that this update is based on.]










Turn it Off! is a simple highscore game where you have to push the right buttons.
For every active button you will lose life, so push the right buttons to turn it off.
If you push enough buttons you will get an combo multiplication.
You will lose points and life whenever you push an inactive button.
How many points can you get?
This game was created with Pico-8 in few days during the holidays.
You can follow me here: @max_ritters
Credits to @RobbyDuguay for the awesome music.
An adventure swamp dating game. Find and meet 12 swamp denizens, give them gifts to earn their affection, and hand them the Hidden Rose.
Controls:
Arrow Keys, Move
(Z) Kiss
(X) Open/Close Friend Register
-Kiss a friend to give them a gift!
-Find hedge clippers to cut down vines!
-Fill empty bottles with cauldrons!
-Collect Orange Potions to regain Courage!
Edit: Thanks kinor! Fix typo and updated

This is a roguelite that takes place in a universe that is being fractured, you must survive 10 areas and waves of enemies to hop through portals until you reach a place that is protected!
Features include:
-destructible walls
-environmental hazards (fires, water, spider webs, pits)
-29 enemies (with varying abilities/features)
-25 items/spells
-3 basic player classes (with 2 clothing styles and 8 different pallets).
Portals will appear that will take you to the next area. Enemy portals will pop up after a while, spawning more enemies as the area becomes more fractured, forcing you to move on. Pick up potions and new skills that will help you survive and go through 10 areas.
Z - Open / Close Menu , Cancel
X - Select menu option
Arrow keys - move , Attack (when moving into enemies)
Let me know what you think!
8/27/21 update: accidentally removed the water generation, so it's re-added :D. Attack animations, require a little more xp for levels, and maybe a couple of other smaller things.
8/22/21 update: There is now a fog of war, different level generation, enemies get harder the further you get now, and other various tweaks!
7/1/21 update: Added basic movement transition (looks MUCH better now), Removed wait command
2/27/20 update: Various tweaks, added some new enemies and spells. Officially done with this cart! (at least for now)
2/23/20 update: Fixed bugs, added a few items / features. Almost ready to tie a bow on this game after polishing a tiny bit more.




Found a console crashing bug that makes the song editor open pattern -1. For me so far it's only displayed track 00, hasn't been able to play, and if I try to save while -1 is open, PICO-8 crashes and doesn't save.
I've repeated it a couple of times but still don't have a concrete way of getting -1. The time I remember most of what I did when it occured was when I had 6 tracks of a song (00-06, speed was 22, tracks were in channels 1,2 and 3 in the song editor), one track for the test (08, speed may have been 22 or 16, it was in channel 4), and I played the song from pattern 00 (it ends in pattern 02) twice. Once I held down a note while the song was playing to fill track 8, and the second time I held down a different note till it filled track 8. As soon as the song ended (I held down the second note till the end) the song editor opened pattern -1 which had track 00 for all its channels, all 4 of which enabled. Ctrl+S resulted in a crash and no save.
I forgot there were buttons for record and screenshot. Pics of display attached :P