
I am told with work and assembled that this will run PICO-8 as well.
The portable console here certainly looks a lot sturdier that the POCKET CHIP. Does anyone know about this device and/or have gotten it to work with PICO-8 ?
Or better yet, is there somewhere this can be purchased assembled with PICO-8 installed ?
Having purchased PICO-8 I am definitely working on my game. I can say it will be a card game with some rather unusual playing cards and - believe it or not, some actual music. I'm finally understanding how to write music in the blessed thing.

So are you ready to purchase the POCKET CHIP ?
Yes, I understand. You have questions. I have questions, too.
I found this rather informative video in Youtube HERE:
https://www.youtube.com/watch?v=QnDbB6YlPvo
And he does seem to go in some nice detail about the hand held system.
I am understanding it is not very fast. He earlier demonstrated in a previous video on the $9 chip (rather famous chip now), that it can barely run an NES emulator and is 1-2 frames per second when attempting to play an online Youtube video. That says a lot to me.
I suspect then it does not play offline videos very quickly either nor may it play audio files such as .Mp3, .OGG, or .WMA very well. I would need someone who has the device to correct me on this - and I hope I am wrong.

Just got my PocketC.H.I.P. and figured it was time to dive in and give creating something a shot. Figured a card game would be within my skillset to create, so here it goes

Have the deck randomization, board dealing and cursor working so far. Cards can be moved (in code), but I think it's time to start working on a bit of the logic that makes Freecell well, Freecell.
So as I said in my previous blog entry, I'm making a Pico-8 stand for (retro) conventions, and the most important thing to do for such an event is something that make you visible, and nothing is better than a flashy logo for that.
As my stand is about Pico-8, the logo has to be Pico-8's!
I've resume working on the logo today on the electronic side and mais small PCBs to support the LEDs that will be used to illuminate the logo:

These PCB are incredibly small: 6*9 mm, yes they are really really small :)
They are intended to fit into one of the sandwitch layer of the full logo, that's why they are so tiny.

I've just ordered them so I should not get them before about 2 weeks, I hope less but it's unlikely.
As soon as they are there and mounted I will show you the result on the logo :)
Next update will be about the Raspberry Pi light Pico-8 OS :)
Hey,
I've got a friend who tried to bring up any of the games listed here on his cellphone. It is a Galaxy 7. While he can click on the button to go full-screen, there are no actual buttons on his cellphone that can do the movements of UP, DOWN, LEFT, and RIGHT nor press buttons (A), (B), or (C).
With a touch screen telephone is there a way to play PICO games ?

Hi,
I've been dabbling in Pico-8 since yesterday and am loving it so far! However, I have come up against a really frustrating problem and have spent hours trying to figure out why my code doesnt work. I keep getting a
"then" expected near "=" error up, for the line highlighted in the code below. Any ideas of why this isn't working would be very much appreciated!!!
All the best,
Paul.
player = {}
player.x = 5
player.y = 5
player.sprite = 0
player.speed = 2
crab = {}
crab.x = 50
crab.y = 50
crab.sprite = 9
crab.ran = 1
function mover()
player.moving = true
player.sprite += 1
if player.sprite > 4 then
player.sprite = 0
end
end
function movel()
player.moving = true
player.sprite -= 1
if player.sprite <4 then
player.sprite = 8
end
end
function crabmov()
crab.ran = flr(rnd(2))
if crab.ran = 0 then <------------------
crab.x -= 1
end
if crab.ran = 1 then
crab.x += 1



With that new update that makes pico-8 impossible to read .png files instead of .p8.png files now my whole cartridge folder is useless!
I renamed all 98 carts in that folder to the game's name and now with that new update none of them appears in splore mode! Ive tried changing the file extension to .p8.png and even just .p8 with no results at all. It was such a blast playing pico-8 on my bigscreen TV with the steam link but i guess thats over now because there's no way in hell im redownloading each and every 98 carts.
Im sure there was a reason, but personally im pretty pissed.


Just bought a copy of Voxatron (and PICO-8 with it!) after musing over it as I wait on my PocketC.H.I.P. to arrive (fingers crossed for August)
Anyway, I am a Pixel artist and animator at heart (my heavily My Little Pony based DeviantArt page HERE ) that had been using Stencyl for sometime and decided I needed a breath of fresh air ;)
Hope to be talking a lot with you guys as I learn the ropes of this new environment :)
Oh, and any help or guidance of any sort would be greatly appreciated!

I have a question on the pico-8 palette. Sometimes I observed the behavior, that some colors changes on the pico-8 palette, when messing around with .png's.
For example, if I save screenshot directly from pico-8 and open it in an editor, that red, i.e. is sometimes displayed at R 251, G 0, B 61.
When I open the official pico-8 palette in one editor (in that case PikoPixel, OS-X), than red is again R 251, G 0, B 61. If I open the same file in another editor (Pyxel Edit, OS-X), then red becomes R 255, G 0, B 77. If I import the same image as palette in Pyxel Edit, red again becomes R 251, G 0, B 61.
Is someone able to explain this behavior? Or had similar observations and can help by adding use-cases?


I wrote a little tool, that converts 128x128 .png images to native .p8 code. It does not import the image to mapdata, (like https://www.lexaloffle.com/bbs/?tid=2715), but converts it to native code.
https://github.com/nodepond/pic2pico/
Currently only exact matching colors are transfered into code.
This tool might be useful, if you want a background, but also have sprites for i.e. displaying text. Of of the next features might be some compressing of image data, to show even more images.


Hi everyone! I'm mostly an old school gamer, which is why I'm glad I ran across the PICO-8 the other week and I've been having a bit of fun with it. A pretty cool concept that many people are pouring their hearts and souls into. Hopefully I can do the same eventually, but not being a tech person, I doubt I could do anything other than a demo (if I'm even that lucky!), much less an entire game. Yeah I know, there's tutorials and all, but those are too impossible to try to dive into with a rare illness that causes chronic fatigue when you're trying to concentrate and then you get interrupted by having to nap. Only two more surgeries to go before I'm normal again (whatever that means :P ), but I don't have the money for them right now, so we'll just have to see one day.
Anyway, here's some gaming stuff about myself:
Platforms/systems I own
Atari 7800 (with a few dozen 2600 carts)
Vectrex (hence my user name!)
Sega Genesis
Sega CD
Sega 32X
Some handhelds
Some PC games
Plug and play unit
*Chromebook (some stuff is exclusive to it but I mostly use it for internet gaming)
The family also has a Wii, Ipad Mini and a crappy Android device that I also game on but they're not mine.
And last but not least, some [b]gaming stuff I've founded as well


Pico-8 implementation of Scale2x and Scale3x. Original algorithms by Andrea Mazzoleni
Scale2x:
--[[ sind : sprite index sz_x : x size sz_y : y size sx : screen pos x sy : screen pos y alpha: color to make transparent ]]-- function scale2x(sind,sz_x,sz_y,sx,sy,alpha) alpha=alpha or 0 local offx=sind%16 local offy=flr(sind/16) local soffx=offx*8 local soffy=offy*8 local sizex=sz_x-1 local sizey=sz_y-1 local a,b,c,d,e,f,g,h,i, e0,e1,e2,e3,x0,y0 for y=0,sizey do for x=0,sizex do e=sget(soffx+x,soffy+y) a=e b=e c=e d=e f=e g=e h=e i=e if y>0 then b=sget(soffx+x,soffy+y-1) end if y<sizey then h=sget(soffx+x,soffy+y+1) end if x>0 then d=sget(soffx+x-1,soffy+y) if y>0 then a=sget(soffx+x-1,soffy+y-1) end if y<sizey then g=sget(soffx+x-1,soffy+y+1) end end if x<sizex then f=sget(soffx+x+1,soffy+y) if y>0 then c=sget(soffx+x+1,soffy+y-1) end if y<sizey then i=sget(soffx+x+1,soffy+y+1) end end e0=e e1=e e2=e e3=e if b!=h and d!=f then if(d==b) e0=d if(b==f) e1=f if(d==h) e2=d if(h==f) e3=f end --draw x0=sx+x*2 y0=sy+y*2 if(e0!=alpha) pset(x0, y0, e0) if(e1!=alpha) pset(x0+1,y0, e1) if(e2!=alpha) pset(x0, y0+1,e2) if(e3!=alpha) pset(x0+1,y0+1,e3) end end end |
When I made Nora's Mouse Chase! for p8jam2 last month, it left me unsatisfied. So I started work on my own 2D game engine again. At first I was making it from scratch, but then I realized all the C libraries I had gathered made up basically the same thing as LÖVE anyway, so I switched to using that as the base. There were some other snags and I've had to basically start over a few times, but I'm working out the details as I go.
I don't have anything to show for my work yet, so I don't know why I'm posting... And I certainly don't know why I'm posting it here, of all places. Maybe I just really adore this quiet little corner of the Internet.
Anyway, I've given this project the working name of Nora-Net. The goal? A decentralized online multiplayer game engine and service, capable of supporting at least 100 players per server (although ideally somewhere around 1024 players would be amazing), where the game itself can be edited cooperatively online by admins who can upload new scripts and sprites on the fly and build the world together.
In one sense, the continuing efforts where pico-hotel left off. In another, a decent replacement for BYOND and Second Life, with realtime action gaming in mind. I want Nora-Net to be able to support puzzle games, platformers, and RPGs all just as effortlessly, with a Bitcoin Wallet type of client-side account registration and identification to access server-side save data which servers can share with eachother if set up to allow it.
I want this to be something I can go to as my game engine of choice for all my future projects, an engine capable of virtually any 2D game imaginable, supporting singleplayer, multiplayer, and massively multiplayer, with optimized renderig and networking behind the scenes. I want to run a Mii-like character creation service on it which exports finished character head sprites in a variety of sizes, styles, and poses for other games on the engine to use with their own body sprites to make a unified-yet-customizable avatar for you to take with you everywhere, whether that head is getting tacked on to a space marine or used as a portrait when you win or lose a round of Puzzle & Flower Land 3.
This is too big of a project for me to tackle alone, and I know it. I also have no income and approximately two years left before my life will almost certainly take a turn for worse. But what the hell, let's see where this road takes me anyway. It'll be fun.


... Adam and I work for Warhorse Studios in Prague (designing and implementing adaptive music in the title called Kingdom Come: Deliverance) and for the Czech Technical University in Prague (a researcher and an assistant professor). I also contribute to the Overmare Studios' RPG as the music team leader. I co-founded and write and produce for a band called the Wasteland Wailers which started performing live this year (Berlin, Baltimore). I am interested in interactive audio and music.
My twitter is @adam_sporka.
My SoundCloud is https://soundcloud.com/adam_sporka.