Makefilewith targets for dev and release builds (dev build assumes PICO-8 is running on MacOS)- Uses luamin to minify code and keep filesize/character count trim.
- .png to PICO-8 gfx conversion.
- Tiled support, including .tmx to PICO-8 map conversion.
This template uses Python and Pillow for map and spritesheet conversion. A virtualenv is recommended.
virtualenv -p python3 venv
source venv/bin/activate
pip install -r requirements.txt
luamin must also be installed.
npm install -g luamin
Other installation methods can be found on its own README file.
- Both
make devandmake releaseconvertsprites.pngto gfx data andmap.tmxto map data, before concatenating them with code, sfx data and music data to form a runnable p8. make releaseminifiesmain.luabefore building therelease.p8file.make devleaves code unchanged for debugging purposes, and also starts PICO-8 after building, running the builtdev.p8file directly.- When converting the
sprites.pngfile into gfx data, if a pixel's colour is not part of PICO-8's palette, an eligible colour is chosen on a best-effort basis using RGB distance. These results can be a bit weird, so it's recommended to only use the PICO-8 insprites.pnganyway.
A dummy audio.p8 cart exists purely for SFX and music composition. Running make audio opens the audio cart in PICO-8. Running save in PICO-8 (without any filename) will write back any changes. The make dev and make release targets pull the SFX and music data from audio.p8 when building the game. Both targets use tail to get the relevant cart section with SFX and music, and therefore rely on audio.p8 having nothing but SFX and music. Any code, gfx or map data in the cart will cause the build to fail.
label.txt