Hello All,
I am a new PICO-8 user, but a fairly experienced raspberry pi/linux user. Yet, I find myself completely stumped.
I am trying to get PICO-8 running on my RPi 3 running the latest raspbian OS. My Pi is a network-only device with no monitor or keyboard plugged in.
I would like to access PICO-8 either via SSH (terminal-only) access, or via VNC.
Currently, when I attempt to run the pico8 binary executable on both SSH and VNC I get a hung terminal and have to kill the process from another session. When I attempt to run pico8_dyn on both SSH and VNC, I get:
SDL Error: rpi not available
** FATAL ERROR: Unable to initialize SDL
I've installed all SDL2 library packages via apt-get, including the -dev packages. When the terminal is hung, it does not respond to CTRL-C, or CTRL-Q. I have made the binary executable via chmod a+x.
Any help or insight here would be greatly appreciated.
Thanks!



Hi all!
I am the VERY happy owner of a Gameboy Zero:
https://pbs.twimg.com/media/DUZPVnIX4AASuab.jpg:large
Pico-8 runs like a champ except of an audio problem.
All the audio (both music and SFX) seems played at a very high speed.
I think this is because I am using a USB soundcard.
Is anybody able to help to provide a suggestion?
Thanks :)



Howdy!
This is a fairly straight forward cart for a horizontal screen transition effect inspired by this particular effect from Pokemon Fire Red
https://youtu.be/LnAoD7hgDxw?t=4m23s
The effect itself isn't exactly spot on, the black bars move slightly faster than the 'pixel-pushing' effect created by moving the screen data around. I'm sure it's got something to do with the length of the bits of data I'm copying about but not 100% sure what the exact maths would be for a perfect implementation.
Hopefully this will come in useful for some of you :)
Oh, and here's a little challenge for you, how would you go about re-creating this effect but with vertically? How about diagonally?


Hi guys,
So I'm developing my third game and actually reading the docs this time around and I'm now using the stat() function to see what's going on as I code.
I've got about 284 lines of code and a spritesheet of 785 bytes. No music or sound effects. Yet my mem usage is 43MB according to stat(0). Isn't...that a lot? Seems like a lot. What's going on here? Is it measuring the entire PICO-8 development environment usage or just my code?
Also, stat(1) for CPU usage from the docs states that a value of 1.0 is the program executing 100% of the time between frames, whereas anything over 1.0 is basically frame-skipping due to excessive load. I've of a value of 0.19. I'm guessing anything under 1.0 is "this is way easy, what else you got?" from the CPU, correct?
I've also been looking at the PICO-8 cheat-sheet and noticed the memory layout. And I know people use peek/poke/memcpy/memset to do....stuff. Why would I need to know the memory layout for PICO-8 and why is manually fiddling with the memory desirable? Procedurally generated graphics? Anything else?
Thanks!




Ahoy there!!
This is mainly aimed @zep but other folks may want to chip in.
Essentially i have been playing with making a Pico-8 handheld, and in doing so made TinyPi
Now this works, however the Pi0 is actually a little bit slow, and things run just a shade slower than they should.
I have been shopping about and there are all kinds of single board computers knocking about these days, bananapi, orangepi, nanopi and such. Each of these offer a similar sized board to the Pi0, however most offer more in the way of power with dual or quad core processors, and as a bonus, are not limited to one per order!!!
I have tried a few boards, most have a generic Armbian build, however the Pi build is missing Broadcom libraries, and the generic linux version wont run on the ARM processors
So essentially, are there any plans/methods to get Pico-8 running on more hardware?
:)


Hi Community,
I'm brand new to PICO-8 (like, started using it today). I have an issue. A typo in my filename when i saved it, so I re-saved my game and now I have two :(
testgame.p8
testgame#.p8
I've tried DEL/DELETE [filename] but i get the message:
SYNTAX ERROR
SYNTAX ERROR NEAR 'TESTGAME'
I want to remove testgame#.p8
This may be trivial, but i like a clean environment.
Thanks,
roberto



Version 1.2 :
- Player has some time to jump after falling off of a platform (coyote time)
- Medal hitbox enlarged
- Easy mode made easier
- New hard mode added (very difficult, made for advanced players)
Version 1.11 :
- Fixed getting stuck on walls while diving
- Fixed glitchy ending when dying at the same time as the boss










I've used a couple composing programs that have had a toggle to only let you key in notes that are within the musical scale you select. For instance, if you have the toggle enabled to CM, you could only key in CDEFGABC and all intermediate notes would do nothing. It's a helpful tool for composing melody and for people like myself who aren't great with theory and I think melds great with the pico8 design schema.
Would it be possible to get such a feature?
Thanks!
Hi i try to make my squirrel move to the right it dosen't seem to work but work perfectly with the left any idea ?
player = {}
player.x = 16
player.y = 42
player.sprite = 4
player.speed = 3
function _update()
if btn(0) then
player.x -= player.speed
end
end
if btn(1) then
player.x += player.speed
end
function _draw()
cls()
map(0,0,0,0,16,16)
spr(player.sprite,player.x,player.y,2,2)
end



Can you also make it possible to mark the user, not their posts, as spam?
We've got someone coming in and putting spam in their user info now:
https://www.lexaloffle.com/bbs/?uid=27493&mode=about
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I can't mark them as a spammer because the tool is only available when they have posts on their post page.



