Hey All
Here's a quick update with music copying and keyboard configuration for controller buttons.
To configure buttons, use KEYCONFIG from the commandline.
To copy a song from one cartridge to another:
- In the song editor, click on the start pattern and then shift-click on the end pattern that you want to transport. They should light up green.
- Control-C to copy the pattern data, along with the sfx they point to.
- Load the cart you want to paste into, open the song view and click on the pattern index you want to paste to.
- CTRL-V to paste. When pasting a song, any SFX that are needed are written to unused slots and then the pattern indexes are adjusted accordingly.
Changelog:
v0.1.5 Added: Keyboard configuration for player buttons (KEYCONFIG) Added: Music tracker select / copy / paste Added: Single-level undo in audio tools Added: Live preview of frequencies in sound editor Fixed: Command history extends past last reboot Fixed: Sfx exporter broken Fixed: Slashes at end of path resolve to double slashes Fixed: Load cart from commandline under Windows |

Hi there! First post here. I'm doing some kind of go game and I have no idea how to make the CPU to take decisions about where to put the stones in the board…
I'm a web developer and this aspect of programming is completely unknown to me, so… Where should I begin? Any piece of advice? Book to read? Tutorial?

I'm very pleased to finally release TRAIN, a game I've been messing about with for months and months. It started out as an attempt to build a nice interface that would look right in a very old point-and-click simulation game, and grew a lot from that aesthetic. It's definitely one of the things I've made that I'm proudest of with PICO-8, as minimal as it seems.
You have a large control panel for a very small toy train. The controls are supposed to be something of a puzzle. There are no instructions, only hints, but suffice it to say that you can make the train move. Fuel is limited, so the goal is to maximise your distance. Ideally, you won't go hunting in the source to figure out what the buttons do, but the buttons used are these:
Left Shift
Z
X
S
D
F
UP
DOWN
You should see a definite effect from most button presses, so most of it will be fairly simple after an initial trial/error period.
It's a weird little game, but I hope you enjoy it.

A bit of sad, I spent the last three weeks with creating a small rpg game with Pico8, but ran out of memory half the way. I would have been able to come along with the token count with some tricks, but finally, the compressed cartridge size limit hit me and I don't see any chance to finish it with the current limits of Pico8. If the memory limit for the source code would be doubled, there would be a chance, but until then, maybe the wip is of some fun for one or the other. As I'm toying around with a fantasy console like Pico8 myself, maybe it will see the light there eventually ;)
The game picks up elements from the early Ultimas and The Bard's Tale. You can move around the city, enter some buildings and you can enter the first two dungeons. There is already a world with some other buildings and dungeons, but as there's no memory left, I'm not able to fill them with game play.
So far, have some fun with it!
Update: Seems, the cart was that too big, that the export failed - uploaded again.
Update2: I fixed two missing features, where you weren't able to leave the shop and the inventory. Further, I unlocked the wilderness and all the other dungeons.

Hi ! This is a bomberman clone i made a long time ago (early september 2015) with pico8 0.1.1
I hope it still works !
PS: The code supports two players, but must be edited before to enable it..... and there's a button that destroys ALL blocks in scene. Again, this can be disabled. Just not use it if you want a "fair" game with those brainless bots ! xD
Enjoy !

I am much confused about cstore/reload vs cartdata.
If I read correctly - you could replace cartdata with cstore/reload writing to and from the cart file, no?
Is it actually the case that this is true, or am I missing something important? I will note I am unable to currently get cstore/reload to actually work as I think they are supposed to, so I am open to "no, you misunderstand".
For the record - this is what I was trying:
Start Pico-8, do:
POKE(0x4300, 99)
CSTORE(0x4300, 0x4300, 1, "TEST")
Then later, restart Pico-8, and:
RELOAD(0x4300, 0x4300, 1, "TEST")
PRINT(PEEK(0x4300))
And I expect it to return 99 - but it does not.
Is a puzzlement.
PS. Can we get a version() call, or maybe put it in the "About Pico-8" menu? Seems it would be handy.
https://www.kickstarter.com/projects/thewebster/blaze-miniature-powerful-hackable-display-with-tou
"Blaze is a miniature, high-res 1.6" 240x240 display with capacitive touch, a powerful 120MHz Cortex M4 micro with GPIO and storage."

TL;DR - consider making pico-8 free for very inexpensive hardware, as a means to spur community growth and get it into the hands of the next generation.
So - this is easy for me to suggest, it costs me nothing.
I loves me some pico-8. Part of why I am so fond of it is it puts me back in my early teens, on my Atari 400, writing random silly games for the sheer joy of it. (I was fortunate enough to have parents able, and willing, to gamble nearly a grand on what amounted to a toy computer for their kid) But it has other great features - it is small enough to be learnable, it actively encourages sharing of code, and dammit - it's fun. It would be awesome if all kids had that same opportunity. Hold that thought for a moment.
One bit that I would love to see is an actual hardware realization. Yeah, I can play my stuff on OS X, but I crave a handheld, maybe something GBA or Nintendo DS flavored in terms of size. I don't want to carry around a laptop to play pico-8 games, and kids don't really have that option, until you maybe have an iOS/Android version.
I have a half-baked idea that it would be cool to take a Pi zero and do the fiddly work to make that happen; It is not impossible that the costs for such a project might get into the $30 total range, and for a kid to be able to have a handheld game console that they can make their own games on self-hosted, and trade the results - I can't help but think that would be phenomenal.
So - mixing that all together in a bucket:
What I was going to suggest is this; to encourage this sort of thing, offer a reduced (ideally free) license for pico-8, but only for hardware costing less than $N - where N is somewhere around 20 USD, give or take. You would end up included, by default, on EVERY danged distro ever for those bits, and usage would spread like wildfire, especially to schools and to kids who have savvy parents that are simply too poor to run bigger hardware. Also, it would spur development of inexpensive low-end linux-capable hardware to host it - "open source" handhelds, with proper controls and screens pixel-for-pixel suited to run pico-8.
I am not an business guy - but I would think what you lose on direct sales would be made up for by skyrocketing use, and more direct sales from old guys like myself who see that console, and want to develop for it, but would rather do so on our actual desktops.
Just thinking out loud.

Hi All!
Myself and a buddy made a game for the Global Game Jam, first time using Pico-8.
The theme of the jam was "Ritual" and we decided to focus on your morning rituals before you go to work.
It's a little rough around the edges but would love to hear what you thought.
Thanks!

Hello guys,
I'm new to Pico-8, but not new to programming in general. Before, I used Codea, Love2D, Corona, Gideros, Polycode and tried some other frameworks. I managed to code some, more or less, simple apps (mostly for drawing/animating stuff) but no games at all. I want to change that, because I love games and the good ol' days! Pico seems to be quite accessible. - With all its constraints it might be even the right tool and should be able to hold me back from overestimate myself. It might also help me to understand the hardware side of things a little better. (Which is very important to me.)
As of right now, I have a hard time to wrap my head around everything, since I was used to have a handful of helpful little functions, like tweens, meshes, etc. Also the lack of math knowledge seems to fight me also, as I now have to write all these function myself. But I think I get there slowly...
Since ever I dreamed to make a small rpg. Something like Pokemon or a some sort of a [b]survival game
Hello guys,
I'm new to Pico-8, but not new to programming in general. Before, I used Codea, Love2D, Corona, Gideros, Polycode and tried some other frameworks. I managed to code some, more or less, simple apps (mostly for drawing/animating stuff) but no games at all. I want to change that, because I love games and the good ol' days! Pico seems to be quite accessible. - With all its constraints it might be even the right tool and should be able to hold me back from overestimate myself. It might also help me to understand the hardware side of things a little better. (Which is very important to me.)
As of right now, I have a hard time to wrap my head around everything, since I was used to have a handful of helpful little functions, like tweens, meshes, etc. Also the lack of math knowledge seems to fight me also, as I now have to write all these function myself. But I think I get there slowly...
Since ever I dreamed to make a small rpg. Something like Pokemon or a some sort of a [b]survival game

This is my work in progress for global game jam 2016. I decided to go solo this year and give pico8 a whirl. You have to use the available weapons and work with your friends to survive the onslaught. The gun can kill monsters, but their angry spirits will come after you. Use the torch to exorcise the body and banish the spirit. The medikit can revive fallen teammates.

-up and down arrows control character
-character has a fan that clears clouds away
This is a game conceived during Ludum Dare 34. I didn't finish it by the deadline, but I used the two themes presented during the game jam: "growing" and "two buttons". This is the first game I've completion. Let me know what you think!







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