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Still being able to load carts, just not edit and save them. This would be useful in case of carts that are laggy in browser but fine when dl'd and when you want to distribute "standalone" version of your game.

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I could see this happening in this sort of fashion:

  1. Remove ALL Editors.
  2. Have the Cart Loader running on start-up (Can't exit out of that, right?).
  3. Escape would close out PICO-8 (or there could be a setting to make it shutdown the system).

Or you could base it off of the Web player, right?


And don't forget the carts that "cheat" to save space by having multiple carts.


+1 for that

I'm making a little happy birthday game for my niece and it would be awesome if she could run it natively on her computer. I don't like games in the browser :)


@Skyrunner65

  1. 100% agree.
  2. Nope. It should IMO run like an emulator - you can load any cart you have but you can't edit. So commands like load, dir, shutdown (wanted to write exit, but then I've remembered pico's very weird and don't like to fit into terminal shell standards) and run would still work, but rest would be disabled.
  3. ESC would drop into the command mode so you can load different cart or exit pico (HERE esc would exit as well).

I think the issue here is that a runtime only version of the pico-8 is basically like 95% of the engine. The editors are cute, but not required to build a game successfully (especially with the text only format .p8)

At least with the publish to HTML only form of standalone distribution it makes it much more difficult for people to develop for the pico-8 without paying.



Not related to the thread, but does anyone know if I buy voxatron, do I receive the full version of Pico-8?



@josefnpat: PicoLove is fun, but is just a recreation and as such compatibility may suffer (plus AFAIK it doesn't have sound still).

@asterick: Well, good luck making a game that has nice graphics and non-cacophonic sounds/music without the editors.


@darkhog it does have sound. Not perfect yet but it's there :)


This is on my wishlist for something to consider post-1.0, but it's not high-priority because it will require a lot of extra support and maintenance, and asm.js (and perhaps WebAssembly?) along with wrappers might turn out to be an adequate and more flexible solution.


I don't think asm.js (dunno about WebAssembly) would be a good choice for standalone export, since some games have performance issues in web player, while others plainly doesn't work ("hotswapping" games).



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