As I've already discussed with some people on Slack, we are making a portable console prototype which will support PICO-8 games:
https://hackaday.io/project/10207-gamegirl-the-retro-console-done-right
I'm doing this with the developer of Lakka and he is currently adapting the picolove implementation to run on this console. As we use RetroArch under the hood, that means this PICO-8 loader could potentially be available on a lot of hardware (Raspberry Pi, ODROID, Android, etc.)
As our screen is 320x240 we think of giving the user the option of running PICO-8 games at either 128x128 or 256x240 with neighbor interpolation.
What do you think?
Are you a PICO-8 tinkerer, but haven't been able to see a game to completion? Are your pixel art skills strong, but your code could use help, or vise versa? Do you just simply prefer to work as a team instead of solo?
Come join Picocity, a Slack team oriented towards working together to create finished works for PICO-8.
While I will proudly say there is no better resource for sharing carts and tips than these official forums, what I was really missing was an environment to motivate me to create finished experiences, not just tech demos or code snippets. Picocity came to be with the hopes that aspiring builders can help hold each other up and see carts through to completion.
Create an account and join us at picocity.slack.com
(Please note, this is not in competition or poaching from Neko250's team, you can, and should, participate in both! Picocity started on Twitter, and I only recently realized I probably should mention it here on the forums also.)

A demake of MT-32 music tracks from Ultima VII, half-assedly arranged for pico8's 4-channel synth. This started out as a way to practice transcribing music by ear, but in the end I cheated and used the original MIDIs as a reference.
It currently includes only the diegetic music from the game, i.e. music that plays from instruments in the game world. I may try to squeeze in one of the longer themes from the game as well, though the cart is kinda tight for sfx space.

Sometimes, we want to be able to play animations in reverse. This is the advanced animation function with a reverse option. In this case, the foliage grows, stays for 5 seconds before shrinking away (playing the "grow" animation in reverse), disappears for 10 seconds, then repeats.
Added coloring to show correspondence between currently-selected factor and its visual representation.
Controls:
Left/Right : select a different number
Up/Down : increase/decrease selected number
Z/X : make factorization canonical (sort in ascending order, no 1s)
In the original version of this, you could only change the product (and the factors would be calculated from that). In this version, you can change the product, but you can also arrow over to the factors and change them, too, which hopefully helps the user see relationships between numbers.
In the last post, we looked at some basic animation, collision and AI examples. In this one, we're going to take it a few steps further and improve upon these functions.
During the development of my game (tentatively titled "Castle of Thunder", which is a port of INTV's Thunder Castle), I realized that I was going to need some more advanced functionality, because the first enemy is a total of 4 sprites when walking horizontally, and 2 sprites when working vertically. Since we had all of our animation stepping, animation speed, frame numbers, etc stored as properties of our actor in our simple animation demo, it works great for 8x8 actors, but not as well when that actor is comprised of several sprites.
Further, I found that I needed to be able to specify x and y offsets for actors with multiple sprites, so that subsequent sprites can have custom positioning and aren't drawn on top of the first. I [i]also

By @AshleyPringle
Just an update with what I worked on tonight :)
Worked on the argue menu. You can't actually choose an argument to make yet, but the menu at least shows something. Also made it so it says how many cash you got when you die.
This is a bit broken and unfinished. Made it for 7 Day Roguelike but I screwed up and thought the final day was today when it was actually 2 days ago... :(

Hi there,
anyone having an idea how to read fixed point numbers with peek? I managed to get the integer part read and I think I understand as well how the decimal part is designed, but as the decimal part uses the unsigned range of 16 bits, I don't get it read correctly. Currently I have:
function rnum() local dlo=peekb() local dhi=peekb() local ilo=peekb() local ihi=peekb() local nu=bor(bor(shl(ihi,8),ilo),shr(bor(shl(dhi,8),dlo),16)) return nu end |
Where peekb simply reads a byte from memory with peek and increments a pointer b.
local ilo=peekb() local ihi=peekb() |
These bring me the integer part nicely, but I'm having no success in getting the decimals right. Any help or hint is very appreciated :)

Hey all, I have some music and sound effects in mp3 format (they are already 4-track chip tunes) that I need recreated in Pico-8! They don't have to be 100% true to the original, but I'd prefer if they were as close as possible. I've got a game that's deep into development and should be completed within the next week or two, and would love to put your name in the credits! There are about 18 mp3s in total, most of them are just small sound effects, and 6 or 7 of them are short pieces of music.
If you're interested, just reply here and I'll send you a link to the mp3 files. Thanks!








8 comments














