In Ubuntu 15.04 (also happened with 14.10) the top panel is always visible even when PICO-8 is in fullscreen mode. I'm not sure if it's a bug with Ubuntu, but for what it's worth, other SDL2 programs can go fullscreen on my machine without this problem (both SDL_WINDOW_FULLSCREEN_DESKTOP and SDL_WINDOW_FULLSCREEN work).
PICO-8 uses SDL2 for window creation, right? If not, ignore that last bit :)
EDIT: here's a screenshot: http://i.imgur.com/eWCNKYM.png

hey cool, a pico-8 write up on tig source, and links to Benjamin Soulé games!
http://www.tigsource.com/
Howdy folks, this is a quick demo of a method I use when making tile-based games to make sure characters don't get stuck on corners. Try using the arrow keys to go through the hole and you should see how it feels.
The basic idea is to save the last movement for both axes and to use that to correct the player's movement when they collide with something. While it feels pretty natural, there are two cases where it falls down:
-
The Long Slide - because the slide state never times out, you can go right while pushing up indefinitely (or whatever). This seems unnatural when you do it, but it's not really something I've seen players do intentionally.
- Overshooting - Try overshooting the gap in this demo and you'll see that you head off to the right. Ideally you'd gravitate towards the hole, and while there are lots of ways to arrange that I'm not familiar with any that are as easy to implement as this (but if you have ideas please tell me!). In practice I find people tend to undershoot more than overshoot, and that the visual feedback from overshooting allows for easy correction in a way getting stuck doesn't.
Anyway, hope this helps someone.

The output of "ls" appears to repeat the last file.
(Update: I previously reported here that it had something to do with how the file was created, but my conclusion was erroneous. With more testing, it looks like the situation is more simply ls repeating the last line of output. Apologies for any confusion.)
Pico-8 0.1.0, Mac OS X.


Episode III is out! -> Puzzle Cave III - That 70s Bunny
Episode II is out! -> Puzzle Cave II - The Clone Potatoes
Hey guys,
here is our first Pico-8 game!
Help Pinkbunny to collect all stolen potatoes and save Pinkbunnyland!
Use the arrow keys for movement and X to reset the level if you get stuck.
Please post your total playing time! We're curious how long it might take you to beat the game.
Have fun!
Team Hackefuffel,
gideon & gizmo
Update:
1) We needed to change our "bunny:hop()" function to a global "hop()" function.
For some reason that function returns nil in the webplayer?!?.
2) The game is now available under the CC4-ATTR-NC-SA License! \o/
3) We're about to release the second episode! And by popular demand the difficulty level will be much higher :D
4) Fixed that nasty sound bug (~_~)\
Not so much a game as a tribute to the fishing minigame in Deadly Premonition. I mean, technically you could try to go for a high score, but you probably won't want to.
Fire 1/Z to cast your fishing rod and stop the roulette once you catch something.
As of Pico-8 0.1.0, the intro screen is subject to this bug. If you're running the cartridge in the native version of Pico-8, pressing Esc while the logo is scrolling off the screen will crash the entire program.

Mouse click handling of the editor is not blocked when in console or run state.
(A click where the editor buttons are, shows the editor)
It's not bad but sometimes confusing :)
Another 'bug' I found yesterday:
print("text",0,-8,7) crashes Pico-8 (Windows) as soon as the programm is stopped (by hitting ESC).
No errors shown.

Hey,
Gideon and I have been working on our first Pico-8 game over the past week and we are close to finishing and submitting the cartridge to the BBS. I love the development environment and I think it represents a perfect sweetspot between limitation and flexibility. The workflow is great!
That said, I would love to be able to do more with the alt-key, specifically:
using alt + left-click in order to simulate a right-click
This would make working with pico-8 a lot easier with Wacom tablets and Laptops with just a touchpad (depending on your setup, right-clicking can be complicated) Also it would neatly behave like Photoshop in the sprite editor then (in Photoshop you do color-picking by alt-clicking).
workspace switcher with alt+1 (code editor), alt+2 (sprite editor) etc.
It would be a nice addon to the current alt+left-right switcher as sometimes it can be a huge timesaver to be able to directly switch between two modes without having to either move the mouse to the top or getting both hands on the keyboard (as it is necessary with the the alt-left/right-switcher). IRSSI and several other terminal based apps have both kinds of switcher modes and they work great in parallel.

Hi guys,
Here is my second cartridge for Pico-8.
The game can be summarized as "Nibble meets breakout".
You control a worm-like character and you must reach the top of the wall. The play field scrolls down when you eat a nugget. If you don't climb fast enough, you can die by the raising deadly water. When you are blocked in a dead end, you can shrink your worm using button 1.
You cannot destruct directly the bricks. You must rely on balls to do it. The balls can be blocked or pushed by your worm, but beware of not blocking them in a corner, or they will explode!
It is a Work in Progress, and there is still a lot of work to do (and I have plenty of cool idea for it :-) ).
But it is already in a state good enough to share it with you.
There is only very basic sounds for the moment. I suggest to turn the volume off ;-)
[b]Update v0.2
I'm working on a tune that features a lot of quick arpeggios, so I had to sequence it with double the intended speed so I could squeeze in all the note data. This uses up sfx slots fairly quickly, which wouldn't be such a problem if sound effects past no. 32 were usable as tracks in the music editor.
In case this isn't feasible, it would be nice if the documentation at least noted this limitation. I ended up using only two channels for one of the tunes in Let's Karate, since I had already used up some of the first 32 sfx slots for game sounds.

UPDATE: final version
Goal is to get the Lemming to the small green tree (to the next screen).
He is able to climb 1 block unit.
Since he has no parachute, he dies if the cliff is higher than 2 units.
Buttons:
arrows .. move/rotate block
c .. drop block
x .. restart level (if no chance of winning)
3 Levels for now.






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