There is, you can now get keyboard input, it only allows you to read a single key per time though. But for simple text input stuff it should be fine:
STAT(30) -- (Boolean) True when a key STAT(31) -- (String) character returned by keyboard
This however requires devkit input mode. So keep that in mind. Keyboard isn't actually supported on the fantasy console.
Found it on the PICO-8 manual but usually I like to use this api cheatsheet
There is also liko-12 which runs pico-8 software and is fully open source, and more complete then Picolove at the moment. In my tests however, it runs significantly slower than pico8 on raspberry pi hardware, which may be important, depending on where you plan to have the game played.
Edit - Addendum: The pico-8 dev apparently has no issue with anyone creating runtime engines for pico-8 games, and the games created on Pico-8 are 'stand alone' software, and can be licensed as you (the author) wish. Based on this stance by the author, anything you create with pico-8 is nothing to do with him, so you may freely run this resultant code on any platform you wish. This also includes games created on pico8, then exported to html.
TL;DR; Yes. Just export the game to html (runs without any engine on html5/js) or distribute your pico-8 cartridge with one of the alternative engines (liko-12 seems the most complete for now)
TIC Computer is the closest thing I've found as well, but its definitely not as mature or feature packed as Pico 8. It does get frequent updates though.
Try here: https://play.google.com/store/apps/details?id=com.nesbox.tic
Alternatively you could look into picking up a Raspberry Pi - http://www.raspberrypi.org - which can be used to run Pico-8.
You may already have some of the other stuff you'll need to go with it (mouse, keyboard, screen) and I'm pretty sure that Pico-8 will run on any version of the Pi including the Zero.
The lua manual talks about this. https://www.lua.org/manual/5.3/manual.html#3.4.7
Reading that .. it's apparently very weird when there's nils and varies depending on how things get set up. I'd probably do what I can to avoid using # on tables like that, or to set up the tables some other way.
Lua tables can have any key/value associations:
-- declare an empty table local t = {}
-- associate a value with a key t["my_key"] = 42 -- the table.key form is equivalent to table ["key"], so the following line is equivalent t.my_key = 42
you can use anything as a key: strings, numbers, functions and even other tables. the only thing you can't use as a key is nil.
you can read more about it in the Lua manual.
This is just fantastic. I love the design of the exterior being barely visible over the instrument panel. There was a game jam game I played on itch.io years ago that I really enjoyed about piloting a spaceship to Mars and following the ignition sequence that did something similar - you could barely see out of the viewport, the rest of the screen was taken up with the ship controls.
Anyway, I'm about to devour the 34 page manual in my lunch break!
>Debian noroot: > >https://play.google.com/store/apps/details?id=com.cuntubuntu
>This app is NOT full Debian OS - it is a >compatibility layer, based on PRoot, >which allows you to run user-land >Debian applications. >Your phone is not rooted during >installation. >Running Wireshark or Aircrack-ng will >fail, because they require root. >This is not an official Debian.org release.
And it pipes it's desktop through an integrated SDL based remote x11 viewer, exactly like all the rest of them, because that's the only way they can function.
I originally tried this exact version, but pico8 fails to launch because libSDL2 requires real root, not proot, unless recompiled to exclude udev.
In general, you cannot expect any of the "standard" libraries to be available in PICO-8. This includes the string library.
From the PICO-8 manual, section 4: "PICO-8 programs are written using Lua syntax, but do not use the standard Lua library." The API reference (section 6) contains all the functions that are available. There are additional API resources available such as the Fandom wiki.
Thanks for the comment. The case is still very work in progress. It isn't intended for only PICO8, but for any fantasy console that can boot games from the Linux terminal, such as PICO8 or TIC-80. If someone comes up with a better design, I could fire up Fusion360 and try out other peoples designs. Heck, other people can make their own cad designs or modify mine, as I would like this to be a community project.
For floppies, I found a bunch on Amazon. 10 for around 15 bucks. They seem to be new stock or new-old stock. I believe the brand I bought are from Brazil.
What I bought: https://www.amazon.com/gp/product/B071LBNYTL/
There's no splore available currently, but I use this app on my android to play carts offline. You add carts via links to the cart on the forum. Once added they can be played offline via this app.
https://play.google.com/store/apps/details?id=com.ylstudios.p8player
There is a guide beneath the web player on the itch.io page. Basically, you use the red and yellow numbers on the rows and columns to determine where the non-bomb tiles are and only flip those. The yellow numbers are points, and the red numbers are bombs.
If your goal is to learn to make games without arbitrary restrictions I'd suggest looking into something like Godot.
If you want to make small games within certain limitations, then Pico-8's fine. You just have to work around/with the limitations. That's part of the fun of a fantasy console.
I'd suggest looking at the main site to see what others have made to get a sense of what can be done.
Start now or whenever you like; it's supposed to be pretty casual, but there is a deadline of Sunday, October 14th.
Only theme is that you 'pick at least one' from:
*monsters
*masquerade
*mystery
*candy
*curses
*collection
By popular demand, the deadline is officially extended to Saturday, October 14th.
And you can now also join the jam using itch here:https://itch.io/jam/monster-mix-and-mash-jam
(Or just use the lexaloffle thread -- whatever you want)
For your information, this game finished at the 29th rank on 164 games during the PAJGameJam!
You can get more information (and play to other games) here: https://itch.io/jam/pot-au-jeu/results?page=2
(There is 3 pico8 game before the 30th rank!)
For some reason I assumed Parallels Access worked on Linux as well and (helpfully) didn't check, sorry! I haven't tried it, but AnyDesk looks promising (and free, allegedly).
I guess there's also the potential for doing it from your phone for a really portable option :P
If you work with schools, public libraries, or other educational spaces, you can set a partnership here:You can get site-wide and take-home licenses in blocks of 10 or more at $3 per license, and come in the form of keys that can be distributed to students. https://www.lexaloffle.com/pico-8.php?page=schools
> is in the pipeline
A mobile build has been on the roadmap forever, but without a timeline provided. See https://www.lexaloffle.com/pico-8.php?page=faq
"Ports for iOS and Android as stand-alone apps are also planned for after 1.0, but do not yet have an eta."
can you provide some details? you have multiples ways to do that in a non hacky way: - printh: can save to file - serial interface: can pipe data to another application - extcmd: can trigger the screenshot command to write png at a selected location see: https://www.lexaloffle.com/pico-8.php?page=manual
You can use the line() function to accomplish this. Every frame set the position and size of the line to match the path of the pixel. You'll need to create a new line every time the pixel changes direction.
I recommend reading and referencing both the Pico-8 Manual, and this cheatsheet whenever you have a question. These should be able to give you answers to most of your questions.
Se você conseguir entender bem este meu comentário, provavelmente entende o suficiente para tirar algum proveito deste PDF aqui, com alguns conceitos básicos de Lua.
quite important is to learn how a language work. have a look at: https://www.lua.org/manual/5.2/
just going through tutorial will make you good at copy/pasting, not understand how things can be done in a good way.
take in account that everything is global by default. So if you want to have your own reference in a function I'll do local mylocalVar = globalVar.
Lua is quite a pain in the ass sometimes if you already know how to code in other languages. Use this for reference when you get lost: https://www.lua.org/pil/1.html
Also don't hesitate to ask here or in the slack channel :)
https://exq-bytes.itch.io/pico-bot
Pico-Bot is a simple shooting game, partly inspired by Space Invaders, partly inspired by an old Android game I made a few years ago (called Droid: https://play.google.com/store/apps/details?id=com.eb.droid). I recommend playing it on anything except browser, as it doesn't seem to maintain a fluid 60fps running in a browser.
Pico-Bot took me about two months to create in my spare time. I learnt a lot making this that I wish I had known about when I made my first game - things like the importance of limited colour palettes, for example. I am currently preparing some notes to post on the Pico-8 BBS that will make it easy for people to hack / alter the game if they so wish.