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I'm trying to create a page for my game on itch.io using the html version.
I've managed to get the game running, my issue is with the canvas size.

Take this game as example (not mine): https://stevepopo.itch.io/fartjumper

You can see the huge border around the player.
No matter the canvas size I choose, the game just not fit that well.
I would like to obtain something more like this at least:

Do you have a solution for this?
Some special canvas size I've not tried yet, or something to change in the html file?
The fastest thing to me seems to just pick the color for the page and change in the html file the background color to fit it.

It's a bit of a shame to have the page "ruined" by those huge borders!

P#83030 2020-10-17 10:45 ( Edited 2020-10-17 10:47)

A short game about being not enough.


includes flashing lights and screen shaking

Cart #not_enough_01-0 | 2020-10-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


PICO-8 is amazing!

Ludum Dare Link


What a rush! I needed all those 72 hours to complete this. At about 40 minutes from the end, I had the game completed and for god’s sake, it worked and was ready.

It has been a lot since my last solo Ludum Dare (like 4 years probably) but I'm so happy that this is the game for my comeback. I thought about this concept just a few hours after I went to bed (LD started at 00:00 where I am) and I've fallen in love with it.
I believe it truly resonates with how I feel and have felt and this is why I think I've managed to make it conveys those feelings to the player.


I decided one month ago that I would have used PICO-8 for this jam, and I'm glad that I've chosen it because I had so much fun with it! The editor is so lovely and very well packed.
I did all my work with it (except using notepad to reorder PICO-8 code tab) and I think that it helped to keep me focused, not having to switch to different programs and stuff.


PICO-8 also has a few limits to make the game feel like a true retro one, like palette color, sprite sheet, sound, and most of all (for me at least) code.
The last day, at about 12 hours from the end and the game ALMOST completed, I reached PICO-8 tokens limit (a token is more or less a code word), so I couldn't write any more code! I totally panicked and had to refactor all my beloved copy-paste code.

Three hours later, I had the same game but with more or less another 1000 free tokens, the rest of the day was pure anxiety since I had to be sure I didn't reach the limit again, which I reached a few times nonetheless, needing to strip away debug code and some other refactor.

That said, PICO-8 limits are what makes it so satisfying and charming. They helped me focus on the important things and without them I wouldn't have made this game as it is.


This time, thank again to PICO-8, I managed to do all by myself: code, art, sfx, music, levels and stuff (ok PICO-8 Celeste I’ve copied your shake camera code but never mind).
I am very proud of this but, most of all, this helped me to create the vision I had in mind in the best way I could within the 72 hours.


This Ludum Dare has been an incredible and important experience to myself, one that I hope will help me going on towards my path.

If you managed to read this far, I hope you will also manage to play my game and also leave some feedback!
I'll love to hear what you think about it <3


Thank you for your time...but


P#82613 2020-10-05 21:21 ( Edited 2020-10-08 10:20)

Hi all!
I'm Elia and this is my first post here.
I'm enjoying a lot PICO-8 but I've stumbled across a mystery.

To get to the point, I was reading the pico8zine#2 as a tutorial, and the first chapter makes u do a game of life program.
The example was not using the _update and _draw function, so I changed a bit my code to use it, and at first I thought something wasn't working with the code, and later discovered I was running at 15fps!

It was a bit weird since I was basically doing just the things the tutorial said, I then tried to switch to not using _draw but drawing with flip and a while(true) as the tutorial, and now all works fine!

I don't know if this is intended, but I used stat(1) to look at the cpu usage, and I had more than 17 with the tutorial version, when I though more than 1 lead you to 15 fps.

This is my version with the _draw and _update functions:

Cart #huhegojuze-0 | 2020-09-28 | Code ▽ | Embed ▽ | No License

Here instead I use a while(true) loop with a call to flip():

Cart #koguporero-0 | 2020-09-28 | Code ▽ | Embed ▽ | No License

Is it normal? And if it is, isn't it like the "fantasy" limit on the cpu can be overcome this way?

I've looked a bit to know if there was something related to this but couldn't find an answer and now I'm a bit curious =)

As a side note, the thing that makes that game run so slow is the 128x128 table that leads to huge loops and a lot of read/write to it.
At the end, it was useful to discover all of this cause now I'm a bit more skilled on PICO-8 limitation!

The numbers on the games are the cpu usage and the current fps!

P#82405 2020-09-28 17:58 ( Edited 2020-09-28 18:27)

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