Zep, I think I have found a bug but I don't know whether you would agree.
First, here's what happens when I type the "dir" in the console:
> dir
directory: /test/
dirtest.p8
dirtest.p8.png
Which is what I expected, only this cart is saved. Here's the code entered into the editor to reproduce this bug:
x=dir()
cls()
print(x)
and the result is it prints (on a clear screen) the following:
nil
dirtest.p8
dirtest.p8.png
I suppose the value of x is nil because dir() doesn't return anything. And I suppose the dir contents are printed after because the threading model is weird.

So after completing the (very helpful) Squash/Pong tutorial in the first pico-8 zine, I decided to go about setting up a class-based object-oriented framework for implementing the same game - one where relevant data is contained within an object, and the object has callable methods that let the object act on its own data rather than other members reaching in and changing values. The _update() and _draw() functions in turn just call _update() and _draw() methods contained inside game objects.
Here's what I came up with: http://hastebin.com/agasogijet.lua
The code at the top is mine, and the section at the bottom contains the original code (more or less, I made a couple of changes).
It's good if you follow the tutorial from the zine (https://sectordub.itch.io/pico-8-fanzine-1), but if you don't, you should be able to paste the code into the pico-8 editor and run it. The health meter sprites won't show up, and you won't get any sound, but everything else will work.

PICO-8 0.1.5:
I get "OUT OF MEMORY" errors for intensive games when I load them locally (ubuntu Linux 15.04).
The same carts work fine in my browser.
Examples are:
-3D Racing Game WIP https://www.lexaloffle.com/bbs/?tid=2740
-Pico Flight Simulator https://www.lexaloffle.com/bbs/?tid=3063
Thanks
I posted this PICO-8 theme + syntax coloring file for Sublime Text 2 if anybody wants! The syntax highlighting supports PICO-8 Lua code including the PICO-8 library functions. The color scheme uses the PICO-8 palette, and gets pretty close to the look of the editor.
Finally, for an extra touch, I included a settings file to use an unofficial TTF Font by RhythmLynx, reduce the font size, disable anti-aliasing, increase line padding, and force indentation to be a single space like in native PICO-8. (Uses a font size of 7.5, but a font size of 3.5 seems to be a 1x scale font, for those who want extremely hi-res views of their code)
You can get it here!

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?
I'm unable to get PICO-8 0.1.5 running on 64bit Windows 10 pro with the latest updates installed.
Program icon just quickly flashes on the task bar, but the console doesn't appear.
The machine itself is a Lenovo X200 and it has Intel's GPU.
Log file contains the following:
codo_init
platform: Windows
codo_system_init
codo_reset_timer
codo_gui_init
codo_keys_init
codo_text_init
codo_video_init
codo_mouse_init
codo_joystick_init
codo_joystick_init
found 0 joystick(s)
ok
ok
codo_set_screen 580 540 8 100
|

Started work on a game based loosely on "jumpman" called "HighSteal".
I should be done in a few days... ok, maybe a week or so.
So far it is coming along really well. My original though was to create a 2-player game, and if there was time and space, add a single player mode.
I was so glad today when I upgraded to the latest pico-8 and found the code char limit had been doubled!!! Thank you!!!
So I am now working on the single player mode, and I think it will work out well.

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.)

There is something I been trying to figure out how to make and it's been eluding me.
i am trying to make an ammo dispenser that activates on once ammo pack has been collected. So you grab a pack
it delays for some time, then spawn another pack and so on. Should be simple to do, but so far I am not having any luck with it.
Thx all

Hi,
the documentation states:
reload dest_addr source_addr len [filename] Same as memcpy, but copies from cart rom |
But if I read this from another cartridge, only 0 bytes are read into the current memory. Is this part of the documentation outdated or am I doing something wrong? Code would be simply:
reload(1024,0x4300,10,"tor_carttest.p8") peek(1024) |
while there is an empty function inside of the other cartridge...

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.






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