Byte variables (0–255) drive all game logic — flags, counters, states. Up to 32. The usage column shows every script that references a variable.
Press ⚑ on a row to name that variable's eight flags, then use them with the Variable Flags events. One variable covers eight yes/no answers instead of one. Names are stored in your project only and cost nothing on the Arduboy.
Load any image; it is thresholded to 1‑bit. Import 8×8 slices as tiles, import the whole image as a sprite, or copy the C array for use in your own sketches.
Generates a complete Arduino sketch for the Arduboy FX‑C (also runs on Arduboy and Arduboy FX). Compile it in the Arduino IDE with the Arduboy2 and ArduboyTones libraries installed and the board set to Arduboy / Arduino Leonardo, then upload over USB‑C.
What's using the space?
The game starts straight away. Holding B at power-on still toggles sound, but the startup logo and the hold-UP flashlight recovery mode are left out.
A .arduboy is what loaders and emulators install: a zip holding the compiled
binary, this metadata and a title image. ArduStudio cannot compile the sketch itself,
so build the .ino above in the Arduino IDE with
Sketch → Export Compiled Binary, then pick the resulting .hex here.
Projects also autosave to this browser (localStorage) as you edit.