It doesn't appear as if there is a way to let players, playing within the web browser, to remap controls. I have gone through the manual a few times and experimented with this myself and did not find anything on this. Keyconfig() only lets the developer change it, during development, and when it gets published this is static, as far as I can tell.
If this feature does exist, could someone please help direct me on this?
I would really appreciate a feature being added to PICO-8 that allows players to remap their controls. Either through letting me, the developer, let players call keyconfig() if they press a certain button, or putting an option in the web browser to call keyconfig() (like mute or fullscreen).
This would do a lot for accessibility, by helping many physically disabled players play PICO-8 games who aren't currently able to, and I feel like that would be a really cool thing.




I wrote Brick Breaker as a full-featured, polished PICO-8 sample program. It was an opportunity for me to learn the PICO-8 Lua variant and now stands as a good example program for other programmers new to PICO-8.
It demonstrates (commented) use of:
- loops
- create & destroy objects
- local vars
- text
- multiple levels
- sprite animation
- powerups
- particles
- map usage
- title screen & game over
- sound effects
- music
- sprite packing
- basic physics
- assertions
as well as some techniques for reducing token count, a limited resource on PICO-8.
I did most of this work in parallel with the 2017 Global Game Jam. The PICO-8 version of Brick Breaker is based on my JavaScript Brick Breaker sample program, which you can play here.





Control
Arrow key... move
Z... puts/erases a block
Toggle mouse from the pause menu
The i6 balls is a ball game.
The object of the game is to guide balls to flags by putting blocks.
You can also crush enemies with a block.
Bonus items
Muscat...50 pts.
Red star... becomes a red ball
Yellow star... Many yellow balls appear
Orange pot... PW +2
Stone... Bonus chance starts
Red balls and yellow balls can crush enemies.
Have fun!
Hi, new user here, loving Pico-8 on my Raspberry Pi as well as other machines...
This is one of those rare products I "always wanted but didn't know I wanted" :)
Anyway, a simple question I hope:
Does the Raspberry Pi version of Pico-8 support touchscreen input in similar fashion to the PocketCHIP version?
(Thinking about trying to build my own Pi-based 'pico-8 tablet')
p.s. Sorry if I missed the answer elsewhere; I did spend a while searching)


Something to help create more complex games in Pico-8 rather than just simple one-off demos. All this code is free to take, use, change, adapt, or whatever. Have fun.
Press Z to cycle through scenes and X to reset back to the default scene.
Scene 0 shows a clock running, scene 1 still shows the clock but doesn't update it, scene 2 rolls a random number every few ticks, and scene 3 just looks pretty. The whole demo weighs in at only 161 lines of code.
ABOUT
This cart contains a simple set of functions used to swap out scenes composed of layers made up of calculations and drawing instructions. For this release there's some basic demo data so you can reverse-engineer the thinking and maybe adapt it to your own projects. I tried to mirror Pico-8's default update/draw style of functionality so you hopefully don't have to change the way you think about writing your games too much.
I made this tool for myself but I wanted to share it because it might help you, if you're like me and struggle with manifesting complex projects. I'm not very experienced as a programmer but I've spent a lot of time using drawing tools like Photoshop. Art tools often use layers to organize complex compositions. So I decided to adapt that way of thinking into Pico-8. I find this helps me keep everything straight in my head as I work. Instead of building monolithic behaviors inside the default _update and _draw functions, this scene manager allows me to create scenes built up of whatever components those scenes should have.
This has the added benefit of making it easier to jump back into projects after not looking at them for a while, because you don't have to completely rediscover your old thought processes in order to start playing around with new ideas. That has saved me a lot of time! I found my code became much more readable and easier to manage after making the switch to using this scene manager. A modified version of this very cart became the core of my Pocket Full of Sand demo.
First post here! Hello everyone! I've started playing around with pico-8 recently and am still kind of noob-levelish. So I'm looking at some suggestions and advice.
This is a little test I'm working before integrating it into a game I'm building with a friend. I need to create a circle that will follow a character. The "circle" will change the color of the sprites it overlaps. I started originally by calculating distance from the player to N number of x,y coordinates every frame which caused a ton of CPU load and didn't perform well. So I saved that data to a table and load that on _init. Then on each frame I just have to focus on looping through the table and calculating the drawing logic. I also saved a little more info for each "pixel" in the table like the ring level of the circle and an ON state I can use for other things I plan to do later.
Currently when I run the test the mem usage seems to be around 251(KB?) which seems pretty high from other little experiments I've done so far. Does pico-8 have a limit for mem usage or is there any threshold where I should start worrying? Is there a better way to store this info?







Walk around with WASD. You can enter the house near the old lady.
Pico Crossing is (as the name implies) inspired by games like Animal Crossing and My Sims.
I've been working on this game for a few days now and a lot of the basic systems are in place now.
If everything goes to plan I have a pretty sweet never-seen-before feature high on my priority list which will allow players to interact with other players which should keep the game interesting to play for a longer period of time than a single play session.
More on this later in the future.
Planned Features
- Buy furniture for your very own home.
- Collect/harvest items to trade with other villagers.
- ??Super cool secret feature??


UPDATE: Version 3: new tv model
UPDATE: Version 2: less screen bumping
Hery is my first finished game and my first pico-8 game! There is still some stuff that could be improved:
- better music (!)
- sound effects
- more audio/visual feedback
- more animations (e.g. animate completed lines)
- some bugs and gameplay tweaks (the tetris rules are not implemented perfectly and I assume there are some glitches possible with rotation)

Sorry for the music on the original version...
CREDITS EDIT: Creds for the Gameboy "TV" and the background goes to this post by Mozz
EDIT for newer version:
I commented it out in the fixed version, so if you want to, you can uncomment it and make it better on your own, it's completely OK :-D
Orignal EDIT: Noticed that the music only shuts off if you actually hit the game_over, should fix that soon enough, am quite tired right now though..





Good day to you!

I have used the PocketChip for small test-programs and playing games but I have not made a game only on the Pocket Chip. So that had to change I thought.
This is the result from that, made on the train ride to school, or watching tv-series, aka dead time.
It is a simple arcade game, where you are droping a ball trying to time the drop so it hits the goal.
Post your best scores in the comments!
/Stay awesome
P.S. I am soon done on my endless runner, so look forward to that!
CONTROLS
X/Z to drop the ball or control the menus.

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Hello. I'm working on a game and had to come up with a particle library for it. Hopefully someone else might find it useful. Let me know if you have any questions. I tried to document it as best I can! Press Z for an explosion :)
It's released into the public domain.
--small update--
in the examples, I define old_position_x and y for the emitters. This is not necessary and will be updated in future versions.
