Previously, clicking on the play link on the forum went to a new page, and I was able to play those cartridges.
Now, clicking on the play link opens a black box, and I can't play.
Currently, the control-shift-J debugging console shows:
pico8.js "preload time: 61 ms" pico8.js:8:23 ">codo_init" pico8.js:7:485 "platform: Emscripten" pico8.js:7:485 "codo_system_init" pico8.js:7:485 "codo_reset_timer" pico8.js:7:485 "codo_gui_init" pico8.js:7:485 "codo_keys_init" pico8.js:7:485 "codo_text_init" pico8.js:7:485 "codo_video_init" pico8.js:7:485 "codo_mouse_init" pico8.js:7:485 "codo_joystick_init" pico8.js:7:485 "<ok" pico8.js:7:485 "codo_set_screen 580 420 8 100codo_fopen_vdisk pico8.dat (rb)" pico8.js:7:485 "codo_fopen pico8.dat (rb) opened" pico8.js:7:485 "codo_load_pod: pico8.dat failed " pico8.js:7:485 "couldn't load gfx1.pod" pico8.js:7:485 "exit(0) called" pico8.js:7:485 Use of getPreventDefault() is deprecated. Use defaultPrevented instead. bbs console.trace(): init.c2f64d23c4cf69134b807820c0019b241a772cd4.js:477 e() init.c2f64d23c4cf69134b807820c0019b241a772cd4.js:477 a.parseJSON() init.c2f64d23c4cf69134b807820c0019b241a772cd4.js:487 Sc() init.c2f64d23c4cf69134b807820c0019b241a772cd4.js:56 y() init.c2f64d23c4cf69134b807820c0019b241a772cd4.js:339 .send/b() init.c2f64d23c4cf69134b807820c0019b241a772cd4.js:365 |

For my Pebble Dash game im using the sprite editor to actually make levels (I then use peek() to get the data and construct the map).
I thought about using those sprites as map previews in the game.
I had the map displayed properly using spr(), but thought it was to small and wanted to scale them up a little bit using sspr(). So I'm rescaling the proper 16x16 area from the sprite sheet to 32x32 on the screen.
But some "artifacts" appeared.
I thought the "engine" would use nearest neighbour? And nothing should change much since it's a simple 2x upscale? If that's not the case, is there any way around it?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~[b]update: now you can squiggle while you wiggle[/b]~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~ arrow keys // move ~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~ x // start squigglin' ~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~ z // stop + enjoy the wiggle ~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~[i]keep on wigglin'[/i]~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |

This is my first PICO-8 game, the one I have been working on in a sideways sort of way ever since trying out the thing for the first time a week and a bit ago. You play as a transforming beach ball person, who must rid their beach of pesky sunbathers to properly enjoy the glorious island day. Cursors move, Z/X will start the game or restart after the end.
It's super silly and I won't be at all upset if you mute the music.
In no particular order:
- "local", "return", "repeat", "until", "goto", "break", are not highlighted as keywords.
– Lua' block comments (--[[ text --]]) are supported but not highlighted accordingly.
– Underscore "_" is in the "symbol group" (white) while it shouldn't be. - Dot "." is not in the "symbol group" while it should be.
- Consider highlighting strings in the same colour as numbers (currently highlighted as "identifiers").
- Consider highlighting built-in function and constant names in a distinct colour (e.g. peach).
– If it is not overly technically challenging, consider disabling the cursor flashing when the pico-8 window is not in focus.
~ Not about the code editor itself, but in the context of the quite so limited window width and existing shortcuts, it could be worth to look into adding a "func" alias to the "function" keyword. (update: no longer needed for size concerns, only for use with editor)
– Quickly tapping Up,End or Down,End causes the editor to shift the cursor position by two lines instead of placing it at the end of the previous/next line.
– Consider permitting insertion of semicolons via the editor. Lua manual suggests the use of semicolons for some constructions to avoid the parser from accidentally "gluing" multiple unrelated statements together.





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