Got my entry sorted out for Ludum Dare 46, first time in a while since I've posted a game.
Also my first cartridge I've posted here since I picked up Pico-8 a week ago.
Hope you enjoy.
Update: Spent the past month revising the game into v1.2, tutorial and additional feedback are provided in game, as well as 3x3 and 4x4 map so you can choose your difficulty. Removed the rest of the post so as not to clutter things up. Should be final update unless bugs are found I missed.

My entry for LD46 (Compo)! Created in 48 hours from scratch, mostly as an excuse to mess about with tline and the new pico8 version!
Delve into some ancient ruins following a mysterious voice, but watch out for the encroaching darkness! Keep your torch lit via passing flames and reaching checkpoints as you descend deeper. Avoid spikes, watch out for dowsing waterfalls, master difficult platforming and discover the ancient secret within!
Fairly tricky platforming, so congratulations if you manage to reach the end! Your time will be displayed on completion too if y'fancy speedrunning it!
Controls:
- Arrow keys: Movement
- Z: Jump, Start game

I was tinkering with the custom key repeat settings in 0x5f5c and 0x5f5d and I realized that they always seem to be expressed in 30ths of a second. Shouldn't this depend on whether or not the game has _update60(), or for games with custom loops, whether or not they've called _set_fps(60)?
I guess it's not a critical problem if it stays this way, it just seems like it ought to track the fps setting.

I was excited by the new tline function in 0.2.0, immediately tried to plug it into my project and ran into problems.
I made this demo to break down rotating the map to a fairly minimal program. I've added comments to explain the different data points and what they achieve when plugged into tline.
The demo shows a rotated 2D view into the map.
Left and right keys move the view. X toggles the unrotated map to show the direction of the rotated view relative to the map.
I hope this is useful to you! :)

Hey @zep, me again. ;)
I looked through the rather comprehensive list at https://rosettacode.org/wiki/Bitwise_operations and couldn't spot anyone at all who had an operator for rotation, let alone find some kind of standard for it. Most languages use either a function or a textual operator (e.g. a ror b), but those end up making your expressions a lot larger and/or filled with whitespace.
WE COULD BE THE ONES TO SET THE STANDARD! :D
I'll just propose a few ideas. Note that I bring the "|" operator into some of them because normally people have to do rotates by or'ing together two shifted values.
rotl rotr ---------- ---------- a <<<< b a >>>> b a <<> b a <>> b -- I like these best, personally a >|> b a <|< b a |>> b a <<| b a >>| b a |<< b |
I like <<> and <>> because they imply that part of the shift wraps back around. I also find them aesthetically pleasing.

This game is just a test.
Please run it to see if Cart Two will load Cart 1.
This is a test for another game I am working on.
Code
--cart two and cart 1
--by candycolt games
function _draw()
cls()
map(0,0)
print("loading cart 1...",54,44,7)
end
function _update()
if time()>2.5 then
load"#cart 1-2"
end
end |
Cart 1 is at: https://www.lexaloffle.com/bbs/?tid=37447
Conclusion
Test 1
Okay, This did not work apparently. If you know how to load a cart in another cart please comment it below. Thanks!
Test 2:
IT WORKS!!!!!!
This game is just a test.
Please run it to see if Cart 1 will load Cart Two.
This is a test for another game I am working on.
Code
--cart 1 and cart two
--by candycolt games
function _draw()
cls()
map(0,0)
print("loading cart two...",54,44,7)
end
function _update()
if time()>2.5 then
load"#cart two-2"
end
end |
Cart Two is at https://www.lexaloffle.com/bbs/?tid=37448
Conclusion
Test 1:
Okay, This did not work apparently. If you know how to load a cart in another cart please comment it below. Thanks!
Test 2:
IT WORKS!!!!!!






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