Hi,
I noticed that the version of SDL2 statically linked to the Linux build only has the X11 driver enabled.
Is there a plan to get future build with DirectFB enabled, that should be possible by passing --enable-video-directfb to ./configure and statically linking to DirectFB?
Alternatively a dynamically linked Debian package would allow users to run pico-8 against their own SDL and specify the video driver using SDL_VIDEODRIVER env var.
Thanks in advance.

i was looking at the recent 0hgames and came across this game
so i made a version for it on pico-8 with a little twist
use left and right to change direction
capture sparkles for points (will also alter the rotation size)

I want to do some advanced things with the music state, like dynamically change the way playback works. I assume this is possible, but I wasn't able to find detail on the way the music state is mapped out in memory. Does anyone have any details on this?
Specifically I'd like to query the song position (the sequence number and the current pattern position), and update the loop points.
Thanks.

0h game version.
Post jam version:
Change log for 0.3:
-4 players!
-Nicer main menu
-You can setup the game any way you like! Each player can be assigned to: Player 1, Player 2, Easy AI, Medium AI, Hard AI or be turned off.
-Press X twice quick to quit to main menu.

proof of concept mainly, had this idea a long time ago, all u got is a hp bar and nothing else, so you pay the bloodsucking vampire who is selling something with hp, ofcource the rest of the game isnt there, idk ether zombie apocalipse or some thing could work with this, and a map would probebly be nice to
3/4 Music Hack (also works for 5/4, 7/8, etc)
By default, music patterns in PICO-8 are 32 notes long. This makes writing music in time signatures other than 4/4 quite difficult. So writing in 3/4 can be quite difficult as 3 doesn't go evenly into 32.
Luckily, we can use the loop function in the sfx editor to cut 32 notes down to 24.
e.g.
but this will loop the first 8 notes again if we play it by itself.
The trick is to use a "empty master" pattern set at so that it plays its 32 empty notes in the time that our 24 actual notes play. Doing some maths, this just requires an empty pattern of SPD 12.
i.e.
my friend is making some music for me in pico8 and they noticed three rly useful things missing (unless we just can't find them?)
- some way to duplicate patterns - select/copy/paste would be good
- a way to insert notes and push existing ones down, rather than overwrite
- a way to play notes freely without writing into the pattern (for sounding out things)

Just wanted to let you know, that for us european folks, the day of the 0h game jam has come! Check this out: http://0hgame.eu. Basicly you have to make a game between 2am and 2am when the time changes tonight :)
I'm in, and will be using Pico8 :)
This one started as an attempt to dig through the Celeste cart and learn something about structuring my code a little bit better. And a stupid pun. I'm posting this super early version to keep myself accountable to finish it.
In terms of gameplay, I'm kind of making it up as I go, so any thoughts or crits are welcome!
Thanks for looking! more to come!
Arrows - Move
C - Jump
X - Hammertime
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I'm trying to enroll me in the ludum dare october challenge 2015.
Now I have to earn my first $1 on itch.io (http://jihem.itch.io/BLD).
Thanks for your support and comments :)

Hi,
I stupidly forgot to add this to the AltGr Bug thread before 0.1.2 was released and my report a while back in one of the deeper editor bug threads was probably too deep down to be seen, so here we go again:
On a german Mac, entry of curly braces and square brackets work by pressing ALT and 8/9 and 5/6. For some reason this is broken on LALT but not on RALT, as can be seen in the following snippet. Specifically, pressing LALT not only spits out the braces/brackets, but also the numbers as well, while pressing RALT does it correctly:
I assume this is somewhat related to the AltGr problem, but who am I to know :)
So, I had this idea, and I'm not even sure if this wasn't done already (feel free to nudge me into prior art): What if the boxes in Sokoban were sitting on top of Antigrav units (as seen in Star Wars), so that if you nudge them, they would continue on their way until something stops them.
Very WIP, only 3 levels so far, not a lot of code, a few ideas on how to spice things up with extra fields and basically the result of a nights worth of work. It feels sort of playable to me, at least.
Let me know what you think, please!

Hey all. As some of you who hang out on the irc channel will know, I'm writing a roundup article about P8 and I'd like to have at least a few actual .p8.png's displayed in the article. I don't want to distribute anyone's cart without their permission so for any that I showcase that don't give me permission, I'll use jpegs of the cart cover instead. Any that are featured will also link back to the respective bbs page.
Also, if anyone has decent gameplay gifs they would like included, I can include them as I generally suck at most of the carts ;)






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