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#pico8 — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #pico8, aggregated by home.social.

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  1. Every time I've tried to get into #pico8 development I've bounced off of it, specifically because of the annoying way that Lua (sort-of) handles OOP concepts. It's so darn cute though that I keep coming back for another pass. This time I might actually get a game out of it.

  2. Every time I've tried to get into #pico8 development I've bounced off of it, specifically because of the annoying way that Lua (sort-of) handles OOP concepts. It's so darn cute though that I keep coming back for another pass. This time I might actually get a game out of it.

  3. 260711
    pico-8-edu.com/?c=AHB4YQkqBJDr

    X to randomise
    left/right to swap sides (gif below is cross-eyed)
    up/down to adjust depth
    #pico8 #dailycarts

  4. 260711
    pico-8-edu.com/?c=AHB4YQkqBJDr

    X to randomise
    left/right to swap sides (gif below is cross-eyed)
    up/down to adjust depth
    #pico8 #dailycarts

  5. RE: mastodon.online/@psenough/1169

    New demoscene report by @psenough with hot news from BlackValley, Sommarhack and Impulse 2026. A lot of Atari stuff and some drawings and 256 bytes intros by #592C63/akaikoshi. 😍

    #demoscene #demoparty #pixelart #asciiart #atari #pico8 #nanojammer

  6. RE: mastodon.online/@psenough/1169

    New demoscene report by @psenough with hot news from BlackValley, Sommarhack and Impulse 2026. A lot of Atari stuff and some drawings and 256 bytes intros by #592C63/akaikoshi. 😍

    #demoscene #demoparty #pixelart #asciiart #atari #pico8 #nanojammer

  7. Anyway, in other news. I believe I've got the first test of Battleteria ready to go!

    I'm looking for some playtesters, so if anybody fancies giving a few minutes to play test it, drop me a DM.

    #pico8 #gamedev

  8. Anyway, in other news. I believe I've got the first test of Battleteria ready to go!

    I'm looking for some playtesters, so if anybody fancies giving a few minutes to play test it, drop me a DM.

    #pico8 #gamedev

  9. You can now brag about your highest run score over all in the game.

    Had to bribe the token goblin a little...

    #pico8 #gamedev #indiedev

  10. You can now brag about your highest run score over all in the game.

    Had to bribe the token goblin a little...

    #pico8 #gamedev #indiedev

  11. "My game needs just a little something something..."

    *checks token count.

    ... (audible gulp)

    #pico8 #pico8dev #indiegame

  12. "My game needs just a little something something..."

    *checks token count.

    ... (audible gulp)

    #pico8 #pico8dev #indiegame

  13. A coin flip animation with half a sprite and some PAL() and FILLP() magic...

    And a lot of math magic from @kevin

    #pico8 #indiedev #pixelart

  14. A coin flip animation with half a sprite and some PAL() and FILLP() magic...

    And a lot of math magic from @kevin

    #pico8 #indiedev #pixelart

  15. 🕹️ 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

  16. 🕹️ 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

  17. With having to fix a bug in Scoundrel Redux, I have opted to use external files instead. Made fixing the bug easier when you can see all the code on a line.

    Still love the built-in editor though.

    #pico8 #gamedev #indiedev

  18. With having to fix a bug in Scoundrel Redux, I have opted to use external files instead. Made fixing the bug easier when you can see all the code on a line.

    Still love the built-in editor though.

    #pico8 #gamedev #indiedev