There‘s a great gamer & game developer magazine called wireframe. Issue 12 contains a PICO-8 special.
For some reason the PDF is free which is great. It‘s very much in the style of Edge magazine. Very polished & professional. It has great pointers for getting started. Check it out pico-people.
This is not a bug per se but still has the potential to break PICO-8.
I was surprised to learn that the most recent version of Buildroot has completely removed the WiringPi package. It says:
> ### BR2_PACKAGE_WIRINGPI:
> The author of wiringpi has deprecated the package, and completely removed the git tree that was serving the sources, with this message:
> Please look for alternatives for wiringPi
The Pocket Popcorn Computer
There's a new kickstarter for the Pocket Popcorn computer, a small linux handheld that builds on designs from the original PocketCHIP. This time the keyboard looks quite useable and it has a high-quality 5 inch display. With it's full HD resolution we could display PICO-8 with a perfect 8x scale. What's more it seems it could be binary compatible with the PocketCHIP build of PICO-8. By the way, the red color below is from the configurable RGB lighting and could be any color you like.
Currently there is a discussion for the right keyboard layout, if some of you could post their suggestions here. I think we need a better cursor key layout that is suitable for gaming.
The device is slated for an August 2020 release. Well. Let's hope.
After upgrading to Pico-8 0.1.12C I noticed pixels were a bit blurry, even with the explicit option -pixel_perfect 1
Well, it seems the reason is not PICO-8 but a recent Windows 10 update. I have systemwide DPI set to 125 % and Windows therefore tries to scale the PICO-8 window a bit.
I fixed that by right clicking on the PICO-8 shortcut, settings, Compatibility, Button "Change High DPI-Setting".
In the following dialog turn on both checkboxes:
PICO-8 iPhone Shell
This is a work-in-progress iPhone Shell for PICO-8 featuring
- real gamepad controls (digital and analog)
- pixel-perfect scaling
- low latency (run loop reading input runs 60 times a second)
Note: I am abandoning this project because I now use the ClockworkPi Gameshell.
It uses the Gamepad API that was introduced with iOS 11 and was tested with the following MiFI-Controllers:
|Kanex GoPlay Sidekick||Yes|
|SteelSeries Stratus||Yes after Firmware Update|
|Logitech PowerShell Controller||No|
No more touch support at the moment.
On the iPhone SE you have pixel-perfect scaling. Since the iPhone SE's display is 640 pixels wide you can do a 5x integer scale for razor sharp pixels. For a more full-screen experience turn the phone sideways.
Click to start the game (necessary to enable audio).
You can test it out on your phone:
To Change the Game
Load your PICO-8 cart and export it as html with this command
Keep the mygame.js file and throw away the other files. Change line 66 in iPhone.html to reference your exported cart.
- Use new fullscreen API in iOS 12/13
- Test other bluetooth controllers in iOS 13
- Does saving to home screen work now? (Pinning the website to the homescreen used to disable Gamepad functionality)
At the beginning of their draw cycle some carts use
Is that for performance reasons? Does it perform better if you call rectfill with your background color? Or is it because the color option for cls was introduced in a later version of pico-8?