Hi, everybody! I'm a new user to this Pico-8 thing but I'm already a big fan of it. I'm having a lot of fun designing things, so here you go~ I may post more tilesets in the future.

DL the cart to use the tiles
Alternatively, you can copy the tile data directly. click 128x32 next to the image to copy the data
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@zep for some reason vox 3.5 and 3.5b when installed don't appear to have a ico file see image of
the voxatron 3.5b shortcut from my desktop.
Thank you :)


i just redownloaded voxatron after hearing about the latest update, but now i get this error message logged to the console on startup:
vox: /lib/x86_64-linux-gnu/libm.so.6: version `GLIBC_2.27' not found (required by vox) |
it seems like it's asking me to update a core system file, but my packages are up to date and for unrelated reasons it's impractical for me to change os or os version. i'm using linux mint 18.
is there anything else that can be done?

I'm a big fan of Seth Macfarlane's The Orville so I decided to make a retro-style space shooter loosely based on the show. Thanks to PICO-8 for a great development environment :)
You pilot The Orville to fight one Krill ship after another, each one shooting faster at you than the one before. X or Z to fire, up and down to move your ship. Try to see how many levels you can make it through.
Note: This is very much a fan made game. I don't own the rights to The Orville which is why I have the "purchase" set to none at all. I just want to share a game I made and that I've also had fun playing. Hope you all enjoy it as well. :)
Also on itch: https://howtophil.itch.io/the-orville-arcade-game
A mod of Celeste Classic, using ideas from the chapter "Old Site" of the full release of Celeste Classic. Mainly, this mod adds dream blocks, tokens, and badeline.
The music was made using a Resurrections Remix made by @RubyRed.
You can also find it in itch.io: Old Site
Controls
Jump with C, Z, or N.
Dash with X, V, or M.
Enable or disable screenshake with E (enabled by default).










Hey all, it's been a while (having kids) but we are back on with our mission to get 17 games (16 plus an overarching meta-game to tie them all together) in one collab cart.
We are currently at 6 or 7 games and I'm going to give this one final push to see if we can finish it!
Join us for full rules and discussion here:
Save the planet from the flying sharks!
Choose your plane and fight for life with four different types of sharks in this endless shooter. Good luck!
Inspired by Arrigo Barnabé's "Flying Sharks" ("Tubarões Voadores", in the original portuguese).
This is my third game and probably the most fun to make. I programmed most of it a year ago and left it behind, and now I've been doing some tweaks here and there for the past two weeks. I've learned so so much while programming this, and I hope I make good use of that for making some more games.
If you find any bugs, let me know in the comments!
Thanks for playing!
Here's the music, solo, with some new art!





Note: To see updates to this post, check out my blog here.
So I was working on making an improved version of "The Story of Zeldo" and realized a few weeks ago that outlining my sprites was taking up more CPU cycles than I wanted it to. I was using the outlining function where the palette is cleared to a color, then 8 sprites are drawn around the actual sprite to produce an outline effect as shown here. I decided to change all the sprites that needed outlines to 10x10 instead of 8x8.
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You can see the 10x10 sprites at the bottom right of the graphic. Getting rid of the outlining function like this improved my CPU, but wasted sprite space. I later needed more sprite space, but didn't want to take a CPU hit. Then I thought, what if I use rectangles to draw the outline of sprites instead of drawing actual sprites for the outline?



