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#fantasyconsole — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #fantasyconsole, aggregated by home.social.

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  1. « PICO-8 ASCII exporter + viewer »

    If your are interested in creating ASCII/ANSI/TEXTMODE (as you want) gfx for your PICO-8, the charset/palette/exporter for Playscii and the Pico-8 viewer are available for download on akaikoshi's website : akaikoshi.github.io/downloads.

    Hope it works well... Use it at your own risk of course 😁
    Can't wait to see your pico-8 ASCII 🔥 Have a nice hot summer!

    #demoscene #demoparty #fantasyconsole #pico8 #pixelart #asciiart #ansiart #ansi #ascii #noai

  2. « PICO-8 ASCII exporter + viewer »

    If your are interested in creating ASCII/ANSI/TEXTMODE (as you want) gfx for your PICO-8, the charset/palette/exporter for Playscii and the Pico-8 viewer are available for download on akaikoshi's website : akaikoshi.github.io/downloads.

    Hope it works well... Use it at your own risk of course 😁
    Can't wait to see your pico-8 ASCII 🔥 Have a nice hot summer!

    #demoscene #demoparty #fantasyconsole #pico8 #pixelart #asciiart #ansiart #ansi #ascii #noai

  3. « The Burning Earth Trilogy »

    3 pieces of Pico-8 ASCII art,
    32x140 chars, 16 colours

    Hope you'll like it, have a nice hot summer!

    #demoscene #demoparty #fantasyconsole #pico8 #pixelart #asciiart #ansiart #ansi #ascii #16colors #noai

  4. « The Burning Earth Trilogy »

    3 pieces of Pico-8 ASCII art,
    32x140 chars, 16 colours

    Hope you'll like it, have a nice hot summer!

    #demoscene #demoparty #fantasyconsole #pico8 #pixelart #asciiart #ansiart #ansi #ascii #16colors #noai

  5. « Donald, ready to have your ass kicked ? »

    New Pico-8 ASCII art - work in progress - 32x24 chars, 16 colours

    On the left, viewed in Pico-8.
    On the right, the same in Atari ST Steem emulator, with a Pico-8 ASCII viewer written in GFA-Basic.

    #demoscene #demoparty #fantasyconsole #pico8 #atarist #pixelart #asciiart #ansi #ascii #16colors #noai

  6. « Donald, ready to have your ass kicked ? »

    New Pico-8 ASCII art - work in progress - 32x24 chars, 16 colours

    On the left, viewed in Pico-8.
    On the right, the same in Atari ST Steem emulator, with a Pico-8 ASCII viewer written in GFA-Basic.

    #demoscene #demoparty #fantasyconsole #pico8 #atarist #pixelart #asciiart #ansi #ascii #16colors #noai

  7. « Save the trees, use A.I. »

    Here the third and last piece of my "Hot Summer" Pico-8 ASCII trilogy,
    32x140 chars, 16 colours

    Hope you'll like it, have a nice summer!

    #demoscene #demoparty #fantasyconsole #pico8 #pixelart #asciiart #ansi #ascii #16colors #noai

  8. « Save the trees, use A.I. »

    Here the third and last piece of my "Hot Summer" Pico-8 ASCII trilogy,
    32x140 chars, 16 colours

    Hope you'll like it, have a nice summer!

    #demoscene #demoparty #fantasyconsole #pico8 #pixelart #asciiart #ansi #ascii #16colors #noai

  9. 🚀🕹️ Ah, #Voxatron, the voxel wasteland where you can live out your childhood dreams of playing with digital Legos, except now it's marketed as a "fantasy console." 🙄 With the Alpha v0.3.6, you can enjoy the riveting excitement of an arena shooter and action-adventure "cartridges" because apparently, we're all stuck in 1985. 🎮📼
    lexaloffle.com/voxatron.php #FantasyConsole #ArenaShooter #DigitalLegos #RetroGaming #HackerNews #ngated

  10. 🚀🕹️ Ah, #Voxatron, the voxel wasteland where you can live out your childhood dreams of playing with digital Legos, except now it's marketed as a "fantasy console." 🙄 With the Alpha v0.3.6, you can enjoy the riveting excitement of an arena shooter and action-adventure "cartridges" because apparently, we're all stuck in 1985. 🎮📼
    lexaloffle.com/voxatron.php #FantasyConsole #ArenaShooter #DigitalLegos #RetroGaming #HackerNews #ngated

  11. 🕹️ Pixel8 is out! A tiny fantasy console where the games are written in Rust.

    Think PICO-8, but with a Rust compiler where the Lua interpreter would be: you write a little Rust, it compiles to WebAssembly, and it runs sandboxed inside the console at a steady 60 fps.

    The constraints are the point:
    ▪️ 128x128 screen, 16 fixed colors
    ▪️ 256 8x8 sprites, a 128x64 tile map
    ▪️ 64 sound effects, 64 music patterns, 4 audio channels
    ▪️ 128 KiB carts, 128 KiB RAM, a per-frame CPU budget

    What you get:

    🖥️ A boot console + five built-in editors (code, sprite, map, sfx, music), all drawn on the same 128x128 screen as the games.

    📦 Projects are real Cargo crates. Prefer your own editor? `$EDITOR` + `cargo build` works identically (the console hot-reloads the wasm on save).

    🖼️ Carts are real PNG images: cartridge art with a screenshot of your game as the
    label and the *full game* is embedded inside: compiled wasm, all assets, and
    (optionally) the Rust source. The picture you share **is** the game.

    🌐 One-command web export: a single self-contained HTML file anyone can play in a browser.

    ⌨️ A terminal frontend (`pixel8-tui`): the full console (editors, carts and all), over sixel or unicode half-blocks.

    🎮 A standalone player that runs on retro handhelds (PowKiddy, Anbernic & friends on ArkOS/ROCKNIX) as a single static binary. Drop it in the ports folder with your carts and play.

    🔁 A PICO-8 importer: sprites, flags, map, sfx and music from `.p8`/`.p8.png` carts transfer almost one-to-one into a new Rust project.

    🔒 A real sandbox: carts run in wasmi with no filesystem, no network, no WASI. Just a small C-like ABI and fuel metering turns infinite loops into a friendly error screen instead of a freeze.

    Free and open source (GPL-3.0). Get it from crates.io:

    ```
    cargo install pixel8-console
    pixel8
    ```

    Code, docs and example carts: github.com/zeenix/pixel8

    #rust #rustlang #gamedev #wasm #webassembly #pico8 #fantasyconsole

  12. 🕹️ Pixel8 is out! A tiny fantasy console where the games are written in Rust.

    Think PICO-8, but with a Rust compiler where the Lua interpreter would be: you write a little Rust, it compiles to WebAssembly, and it runs sandboxed inside the console at a steady 60 fps.

    The constraints are the point:
    ▪️ 128x128 screen, 16 fixed colors
    ▪️ 256 8x8 sprites, a 128x64 tile map
    ▪️ 64 sound effects, 64 music patterns, 4 audio channels
    ▪️ 128 KiB carts, 128 KiB RAM, a per-frame CPU budget

    What you get:

    🖥️ A boot console + five built-in editors (code, sprite, map, sfx, music), all drawn on the same 128x128 screen as the games.

    📦 Projects are real Cargo crates. Prefer your own editor? `$EDITOR` + `cargo build` works identically (the console hot-reloads the wasm on save).

    🖼️ Carts are real PNG images: cartridge art with a screenshot of your game as the
    label and the *full game* is embedded inside: compiled wasm, all assets, and
    (optionally) the Rust source. The picture you share **is** the game.

    🌐 One-command web export: a single self-contained HTML file anyone can play in a browser.

    ⌨️ A terminal frontend (`pixel8-tui`): the full console (editors, carts and all), over sixel or unicode half-blocks.

    🎮 A standalone player that runs on retro handhelds (PowKiddy, Anbernic & friends on ArkOS/ROCKNIX) as a single static binary. Drop it in the ports folder with your carts and play.

    🔁 A PICO-8 importer: sprites, flags, map, sfx and music from `.p8`/`.p8.png` carts transfer almost one-to-one into a new Rust project.

    🔒 A real sandbox: carts run in wasmi with no filesystem, no network, no WASI. Just a small C-like ABI and fuel metering turns infinite loops into a friendly error screen instead of a freeze.

    Free and open source (GPL-3.0). Get it from crates.io:

    ```
    cargo install pixel8-console
    pixel8
    ```

    Code, docs and example carts: github.com/zeenix/pixel8

    #rust #rustlang #gamedev #wasm #webassembly #pico8 #fantasyconsole

  13. « Vai Ser Um Verão Quente »

    Pico-8 ASCII picture submitted yesterday at Impulse 2026 Graphics Showcase
    32x140 chars, 16 colours

    Impulse 2026 was organized by @psenough and @inercia . Thanks for this party!

    #demoscene #demoparty #shadowparty #fantasyconsole #pico8 #tic80 #pixelart #asciiart #microw8 #nanojammer #impulse2026

  14. « Vai Ser Um Verão Quente »

    Pico-8 ASCII picture submitted yesterday at Impulse 2026 Graphics Showcase
    32x140 chars, 16 colours

    Impulse 2026 was organized by @psenough and @inercia . Thanks for this party!

    #demoscene #demoparty #shadowparty #fantasyconsole #pico8 #tic80 #pixelart #asciiart #microw8 #nanojammer #impulse2026

  15. I need to sink some time into the userland for my fantasy console, Marv300

    MarvBench needs improvements to map editor, haven't started the sprite editor, midi editor, sample importer, or the command set for MarvIX.

    It's a bit Amiga, pinch of c64, tuft of neogeo, and a slice of nostalgia. It has no framebuffer, only tiles/textmode, and very slow dynamic memory access speed (prevents using host power for 3d in a simulated framebuffer). 3d ruins everything, stay spritey

    #gamedev #fantasyconsole

  16. I need to sink some time into the userland for my fantasy console, Marv300

    MarvBench needs improvements to map editor, haven't started the sprite editor, midi editor, sample importer, or the command set for MarvIX.

    It's a bit Amiga, pinch of c64, tuft of neogeo, and a slice of nostalgia. It has no framebuffer, only tiles/textmode, and very slow dynamic memory access speed (prevents using host power for 3d in a simulated framebuffer). 3d ruins everything, stay spritey

    #gamedev #fantasyconsole

  17. I think the jump from 384x216 to 480x270 was the right move for Marv300, despite the fact I need to rewrite the sample carts.

    384 wide felt just too cramped for the productivity interface, but 640 was just too big for games of the era I'm aiming at simulating. I don't want multiple resolutions, so 480 nestles nicely somewhere between the game res and productivity res of the late 80s / early 90s.

    #GameDev #FantasyConsole

  18. I think the jump from 384x216 to 480x270 was the right move for Marv300, despite the fact I need to rewrite the sample carts.

    384 wide felt just too cramped for the productivity interface, but 640 was just too big for games of the era I'm aiming at simulating. I don't want multiple resolutions, so 480 nestles nicely somewhere between the game res and productivity res of the late 80s / early 90s.

    #GameDev #FantasyConsole

  19. ChessTron v0.3 is OUT on #Picotron!

    43 Trophies to collect
    Full Stats & ELO tracking
    Match History viewer
    Roster doubled to 30 unique bots!
    Mobile-ready HUD & notifications.

    Play it here: lexaloffle.com/bbs/?tid=156143

    #Chess #IndieDev #Gamedev #Pico8 #FantasyConsole #Chesstron

  20. ChessTron v0.3 is OUT on #Picotron!

    43 Trophies to collect
    Full Stats & ELO tracking
    Match History viewer
    Roster doubled to 30 unique bots!
    Mobile-ready HUD & notifications.

    Play it here: lexaloffle.com/bbs/?tid=156143

    #Chess #IndieDev #Gamedev #Pico8 #FantasyConsole #Chesstron

  21. Does anyone else find it interesting to check out how many times your #pico8 game has been played on the Lexaloffle BBS? I always wonder what types of numbers the really great games are looking at.

    #lexaloffle #fantasyconsole #handheldgaming

  22. Does anyone else find it interesting to check out how many times your #pico8 game has been played on the Lexaloffle BBS? I always wonder what types of numbers the really great games are looking at.

    #lexaloffle #fantasyconsole #handheldgaming