Hello!
I am currently wrapping up a tool that allows wrapping a PICO-8 cart as an Electron and Ionic app. Meaning, Pico-8 can be exported as a Windows, Mac, Linux, Android, and Ios application. Which, simply wraps the cart inside of a web browser that can be run as a single application. However, it provides more features such as a save file, indexedb, watching service (For things like achievements), Options for fullscreen and sound, A mobile gamepad, a splash screen to hide PICO-8 booting, and much more!
However, I am currently trying to get over the last hump in the framework before taking the time to write all of the documentation. And that is audio performance on Android.
I've come across a few good discussions on the forums here:
https://www.lexaloffle.com/bbs/?tid=30147
https://www.lexaloffle.com/bbs/?tid=29383
https://www.lexaloffle.com/bbs/?tid=29209
But none of them come with a solution, but more of just acknowledging that it is a problem. So I thought I'd create this thread in an attempt to fix and discuss the issue.
And to put one foot forward, I currently test on a Nexus 5x and a Pixel 2. They do not display the audio issues. However, my roommate and girlfriend's phone do. So what I've noticed, I've been getting Android updates as they come in. I trust my 5x is on 7.1, where my Pixel 2 is on 8.1. Where my girlfriend and roommate are <= 7.0 . After some additional research, I am starting to suspect this may be the fix: https://developer.android.com/about/versions/nougat/android-7.0.html#webview
The Built-in Android webview may not play well with Audio from the Emscripten code within the cart js files.
I personally can not test and repot on Ios devices unfortunately.
Anyways, any help or ideas would be appreciated! Thanks!
Hey all! First post!
Huge thanks to Lexaloffle for making such a fantastic piece of software. I love the nostalgia.
I'm also a gigantic fan of the steganographed cart format. It's awesome! One thing I have been obsessed with doing is calculating the theoretical kilobit storage of different games. I've seen pico-8 carts (in p8.png format) range from 8kb/64kbits (the minimum?) to about 55kb/440kbits for jam-packed carts (Alone in Pico, Dank Tomb).
In the spirit of our favorite consoles of yore that used to advertise the size of the carts on the packaging, could it maybe be a new feature to add the theoretical kbit size on the .p8.png files?
From how cartridge hardware would have been assembled, I am assuming the following possibilities:
64 (~8kB)
128 (~16kB)
192 (~24kB)
256 (~32kB)
320 (~40kB)
384 (~48kB)
448 (~56kB)
Thanks, and happy coding!!
... in a cold, dark forest.
Keep the fire burning, stay warm, and don't get lost.
How long can you survive against the wilds?
ABOUT
I made this over the first week of 2018 for the Winter Break Jam held by Worcester Polytechnic Institute's Game Development Club. The theme for the jam was just the phrase "very warm."
All assets and code are my own work.
And if you want to see more of my stuff, check out my Twitter: @Jusiv_
CONTROLS
- Arrows: Move
- Z/X/C: Start Game
(Walk into something to interact with it.)
CHANGELOG
- Initial Release - 1/7/2018








Hi all, I'm not sure if this is the best place to post but I'm having some difficulty with the latest 32 bit Linux pico8:
When trying to run the executable I get:
bash: ./pico8: cannot execute binary file: Exec format error
Upon looking into it further, I ran file pico8 which gave the following output:
pico8: ELF 64-bit LSB executable, x86-64, version 1 (SYSV), dynamically linked (uses shared libs), for GNU/Linux 2.6.32, BuildID[sha1]=a589ada4e62f733db872d5a55494f1af37f66726, not stripped
Which sounds a bit like it's a 64-bit executable despite being downloaded from the 32-bit link. This is the latest version v0.0.11f; the previous version I was using, v0.1.10c worked fine for me. Any help would be very much appreciated! Thanks!


If I edit config.txt and set background_sleep_ms to something other than the default of 20, next time PICO-8 runs it will still appear to use 20 as the setting (evinced by the fact that it doesn't keep 60 FPS when the window is not in focus) and then it always writes 20 to config.txt on exit :O
This is v0.1.11f on Linux.


Current Version:
Update V1.2 - End Screen was still skipable with the (X) key, which lead to it being skipped and the end score being lost.
Update V1.1 - Fixed the ending sequence so that its actually happening now! Thank for the feedback!
Hello Pico8 Friends!
This is the first ever game I've released, an im quite proud of it.
The code is pretty messy and uncommented, so sorry for that(I'm on a tight schedule!)!
I hope you enjoy my little game, and don't forget to share your highscore!
Old Versions:







Hey @zep,
You changed it so the copy/paste operations on graphics characters (\128
and up) encode and decode similar unicode characters in the host clipboard, which seems to work fine.
However, if you do a printh("\128","@clip")
you don't get the same behavior. Seems like you just get three space characters in the clipboard.
Seems to be true for every character from 128 to 255.
Oversight? Wrong translation table? I'll assume you know what to do.
Ultraviolent Graveyard Defender is a Tower Defense game, made in the Fantasyconsole Pico8
Defend the Graveyard from the oncomming waves of Gravediggers
Controls:
arrow keys to select the platform
Y (or Z) and then left and right arrow to switch between towers and arrow up to select it
You can only place towers in the boxes beside the track
and the tombstones on the graveyard indicate how many lifes you have left


Is there a where to run Pico-8 from the commandline so that it can compile/export without having to run the actual game? I'm looking for a way to create the HTML export without having Pico-8 running.
I'm often on a computer where I can't install P8 but can code with a cloud IDE. Of course, that's just blind coding without any running or debugging. So was thinking if I can could install Pico-8 on my web server (which I can ssh into) and run a command that will tell P8 to export the web version, then I might be able to do some debugging and testing.
Possible?
I see there's a headless mode now available but not sure that would allow this type of workaround. That sounds like a normal "run and quit" type of thing.


This "demake" is a love letter to the amazing BLACK EMPEROR by Tomás Vicuña and BumbleBear Games. Race your motorcycle through the desert on randomly generated track that resets with the cart. Challenge your friends, memorize the course, and make it farther.
Each load of the cart generates a random course that increases in difficulty as you progress. One thing the game is definitely missing is music -- it's so important to the feeling of the original, but I'm worthless with music and so I failed to compose any. I currently have a friend working on a track -- here's the game as is, for now.


