I think it had to do with the lua code I was working on but I can't seem to recover the code. I was doing some player:get_inventory calls
fish: Job 1, './Contents/MacOS/vox' terminated by signal SIGSEGV (Address boundary error)
------------------------------------- Translated Report (Full Report Below) ------------------------------------- Process: vox [77335] Path: /Users/USER/Downloads/*/Voxatron.app/Contents/MacOS/vox Identifier: com.lexaloffle.vox Version: 0.3.6 (0.3.6) Code Type: X86-64 (Translated) Parent Process: fish [73303] Responsible: Terminal [73301] User ID: 501 Date/Time: 2026-06-06 18:19:55.7665 -0500 OS Version: macOS 15.7.7 (24G720) Report Version: 12 Anonymous UUID: 2B958BD6-7107-82FD-D994-087D5C29AE60 Sleep/Wake UUID: 784344CB-FCFC-4A7F-B1B8-148B34467567 Time Awake Since Boot: 250000 seconds [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=191189#p) |
Hellboy: Fan Game
Short arcade shooter in the Hellboy universe
Play as the legendary demon and fight back against dark forces!
Survive waves of enemies, gather power, and face one epic boss.
Controls
- Arrow keys ← ↑ → ↓ — Movement
- Left Mouse Button — Shoot
- Right Mouse Button — Punch
Game is in active development.
What should we add next? Drop your ideas in the comments!
Gameplay:
(Regular waves & combat)
Boss Fight:
(Epic boss battle)
I was running voxatron, I played the built-in adventure game for a few minutes then put it in the background - a couple minutes in, a crash popped up and it quit.
I was running it in the command line cause the OS was saying it couldn't guarantee it was free of malware when I double clicked it, so here's the terminal crash output, then the whole crash report.
--- Terminal output:
fish: Job 1, './Contents/MacOS/vox' terminated by signal SIGILL (Illegal instruction)
------------------------------------- Translated Report (Full Report Below) ------------------------------------- Process: vox [76191] Path: /Users/USER/Downloads/*/Voxatron.app/Contents/MacOS/vox Identifier: com.lexaloffle.vox Version: 0.3.6 (0.3.6) Code Type: X86-64 (Translated) Parent Process: fish [73303] Responsible: Terminal [73301] User ID: 501 Date/Time: 2026-06-06 14:15:08.8761 -0500 [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=191179#p) |
Shoot the snakes before they get away!
(Mouse required)
Made for the 580th weekly One Hour Game Jam
update: fixed bug :)
A shooting game inspired by the B29 gunsight, where you had to adjust a reticle size based on the distance of the enemy aircraft.
Aim accurately, but you can only shoot down enemy aircraft if your reticle is the same size as they are!
Enemies drop bombs, shoot down the bombs before they land and destroy your hometown!
Arrow keys to move
O to make reticle bigger/smaller
X to fire gun

I am a lot more familiar with colour tables nowadays, I understand the idea behind them and how to set them up for the most part, however I have been running into a new source of confusion with them... Has anyone used them inside the Picotron GUI elements? I made a function that sets up the colour table:
function cblend() local sprite=get_spr(44) --local sprite=--[[pod_type="gfx"]]unpod(long_string) memmap(sprite,0x8000) poke(0x550b,0x3f). end |
and I call this function at the beginning of the draw function for the gui elements using the colour blending because I know the colour tables get reset at the beginning of gui drawing.
In my code above, long_string is actually the copied sprite that is the colour lookup table, where 32-35 are special colours that lighten and darken to add shading and lighting. This line of code works, however after a minute or two my game runs out of memory, I suspect because the garbage collector can't keep up with the amount of items being created by unpodding the string.

Asté & Ghost thief podcast : episode 1
WHY USE PICO-8 TO CREATE A THRILLING GAME WHEN YOU COULD JUST MAKE A PSEUDO-PODCAST WITH ZERO INTERACTIVITY AND QUESTIONABLE HUMOUR?
A fair question. A slightly painful one, even... Let’s move on to safer territory.
Do you like PICO-8 and retro video games? ZERO RISK LEVEL ACHIEVED
Do you think Ghost Thief is a character with insane narrative potential? YOU CAN'T ANSWER, SO WE’LL GO WITH YES
Too many questions in a row? ABSOLUTELY, FULLY ACKNOWLEDGED
Am I actively undermining the credibility of my own game? HELP, I CAN’T STOP NOW

Hello, I must be missing something obvious. My map is generated from some data. The map displays correctly. I want to store it as a map file but nothing is saved in the map file I create. What am I missing?
function _init()
mymap = userdata("i16", 120,180)
for y = 0, 179 do
for x = 0, 119 do
local idx = mapdata[y * 120 + x]
mymap:set(x,y,idx+1)
end
end
memmap(mymap, 0x100000)
store("/ram/cart/map/mymap.map", mymap)
cam_x, cam_y = 0, 0
dx, dy = 0, 0
end |

This is an ultra realistic 3d model of my favorite streamer, Mitchflowerpower, made in Picotron ♥

Idea
While editing a project, I just got the idea that it would be very nice to have inline color helpers for when you provide colors as parameters to functions (such as print), similar to features in something such as Godot (which shows color squares next to hex codes and Color() declarations).
Implementation
For example, a number written as 8â–ˆ (where â–ˆ is from shift+a) could have the â–ˆ redrawn in the relevant color, red, instead of its default text color. Technically this could also be done automatically with API functions, and if you really wanted to go crazy could have syntax which labels it as happening in custom functions (such as function(col:â–ˆ) clarifying the param. col is a color).
Mockup
A quick mockup of what it'd look like in code:
|
[33x49] |
Added checkpoints
original
Adventure Game Prototype
This is my first PICO-8 game — a top-down Zelda-style dungeon crawler with a focus on tight, punishing combat. I built it to learn PICO-8 and scratch my OSR itch.
What it is:
Explore a maze, fight enemies, find the sword, and reach the golden cup at the end. Every room respawns so backtracking stays dangerous. Coins drop from enemies and can be spent in towns on healing or expanding your max HP. Progress feels earned — there's no hand-holding.

This is a game I've been chipping away at recently, based on an old board game idea I had many years back that I wanted to see if I could make work in pico8. Still needs some more polish and I plan to split the game into two carts so I can fit more stuff in it. Very keen to hear what folks think about it :)
Your kingdom is under threat!
Not just from pretenders and rebels who seek to usurp you, but also the very nobles flocking to your aid...
In "Oh Nobles!" you must try to avoid defeat while leading an army commanded by some of the most awful aristrocats in all the realm. Luckily for you the other side won't be much better off either. To triumph survive, you must mitigate the flaws of those who follow you, while exploiting the errors within the enemy lines.



A nostalgic port of an old game from the ZX-Spectrum computer.
This was the first game I ever played on a Sinclair. I was 11, and it was a miracle. That computer shaped the rest of my life. The Exolon left a warm, pleasant feeling in my heart.
The port is as faithful to the original game as possible, but it's not a direct translation (that's fairly impossible). I just recreated it on a Picotron.
All rights reserved.
Original game developed by Raffaele Cecco and published by Hewson Consultants.
Soundtrack made by Nick Jones (and it's awesome too!).
For those who saw the original game, I think it’s nice to remember the past. And for those who haven't, I want you to rejoice.
Enjoy.
Changes & emprovements
25 June 2026 ~ v.460 ~ Fixed player appearance in key rooms (0, 25, 50, 75, 100)

Menacing Earthworks is a short environmental puzzle game with light elements of horror and action.
~~ You arrive in a strange desert wasteland. The sun blinds your eyes and burns your skin. Ominous fields of massive spikes pierce through the sand. Something tells you this land is cursed, but you explore anyway. ~~
This project is heavily inspired by "nuclear semiotics," e.g. studies on how we can warn future civilizations of the hazards of interacting with nuclear waste. One such concept within nuclear semiotics are the Menacing Earthworks - fields of giant concrete spikes built above nuclear waste sites whose goal is to scare away trespassers before they can get too close. Of course, as history has shown, humans are simply too curious.






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