Well, it's a 3D kinda week on the pico8.
This is a demo of an SNES-style mode-7 engine that renders a perspective view of the map, like the old Final Fantasy games.
Right now, drawing the map is using about 70% of the CPU cycle, so it could definitely use some optimization to leave space for other things like billboard sprites and the like. Reach goal would be to add MIP mapping so that closer scenery would have more detail and further away scenery would be less prone to sparkle.
-Electric Gryphon

Hey, long time no see!
I've had this sitting on my hard drive for quite some time, but I don't have the time to work on it right now due to university work... Wasn't doing any good just sitting there (and other people are posting 3d stuff not), so here it is in its current state.
Z to drive, arrows to turn. Unfortunately that's it! No AI, ghosts or even checkpoints/laps at this stage. I got stuck on some integer overflow bugs, which you can still experience a little too easily... It might be finished one day, who knows! Just not soon. :(

Currently, ls() returns nil, and then after the program is finished executing it finally prints out a list of files to the console. Making it's output completely inaccessible to the cart program.
Can it return an array of file name strings or something please? Maybe if you call ls(1) or ls(true) or something instead, if it's too hard to separate from user console input?
This is important for... reasons. We're totally planning something fun involving arbitrary carts.

Space limit is a little 3D demo (so no gameplay yet) inspired by Kerbal Space Program.
If it's too slow in your browser, try directly in Pico8



There is nothing in the sprite/tile data, the code is (realy) messy and triangles can only be monochrome.
For this project, I made a blender exporter (based on the .ply one) that can be found here
I also made a mesh converter to vertex/index string (one byte per location, scale limited to 2.5 around origin) to import in Pico 8. I made it in Javascript (If some people want it, I could port it in the blender exporter instead).

Hello everyone :)
I just made it public on pico-8 Slack's group. A couple weeks ago I created an api to use on my experiments with PICO-8. I used Kimono to scrape the BBS every 24 hours.
I had not made it public yet because I don't know if Zep'd be ok with that... and sometimes I'm too lazy to ask hahah. So hey @zep, are you ok with that? It makes just a few requests per day to the BBS... It's updated every 24 hours and makes one request per carts page. So I don't think it's gonna hurt the BBS's performance.
So here's the json api and here's a page with (hopefully) all carts.
And finally here's the api docs.

Hello, world !
I have been thinking about setting up a Slack team for PICO-8.
I noticed after searching with Google there's a team created already, but it seems to be dead, and no one in the IRC knew about it.
:: EDIT
New invite system implemented. Get your invite here: JOIN !
There's also the good old invite system JTE is running on her server: (alt) JOIN !
Eternal love (<3) to JTE for running the invite automation system, and asterick for helping to set it up.

UPDATE: Hey look! I updated it (above), and fixed the bug where when the laser made contact with the enemy, it spazzed out for a second. Enjoy!(?)
Here's my first publicly-available game made with the Pico-8! It's a space shooter where you play as a Nroctrion star-cruiser, and have to fend off the evil cihptnueians and save your home-world.
CONTROLS:
Left and Right Arrow Keys to move
Z to fire
NOTE: This is an alpha build of the game. (Very few) new features will be coming.
Also, feedback is highly appreciated! Thanks :)

Instead of just raising the script token limit, I propose that the token limit is fine. It's how they're counted that actually needs more polish. Here is one proposal for what to do:
Make commas, parenthesis, and periods/colons equivalent to whitespace.
They're actually abstractions denoting a specific correlation of two points of data, not a symbol in and of itself. If you're calling a function with two arguments, "funcname(arg1, arg2)" is actually 3 useful points of data, "funcname", "arg1", and "arg2", not 6 just because there are arguments at all.
Look to assembly code for inspiration. At the assembly level, which translates quite directly to bytecode, do you write "function, begin_arguments, argument1, argument_seperator, argument2, end_arguments" as that many different individual tokens? I don't think so. :P It's more like "push argument1, push argument 2, jump to function" isn't it? Three commands, three script tokens.
If you want to go farther, you could consider doing the same for math operations and the string concatenation operator. In the case of "x = y + 7", you have two things being added together and a third thing holding the resulting value, right? That can still be only 3 tokens, instead of 5. "x += 1" would be two tokens instead of three.
And if you want to make local variables usable, ever, make an exception for the word "local" so it doesn't count against you. :P
At that point, the token limit might actually be too [i]high

I'll admit that I'm a bit new to PICO-8 and don't have a good handle on how it's built. Maybe other language support isn't trivial.
That said, I'd love to be able to use a subset of something like Ruby, Javascript, or Python in addition to the current Lua based subset.
Is there a chance we'll see other languages in the future?






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