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MiniScript News — June 5, 2026
MiniScript News — June 5, 2026

Development Updates

MiniScript 2 kept moving forward this week with a solid round of cleanup and polish. The dev log mentions Unicode improvements, faster string handling, O(1) intrinsic lookup, a !help metacommand for the REPL, and a few opcode / naming cleanups to make the internals more consistent.

There was also useful progress on cross-platform builds. After some back-and-forth with compiler quirks, the project is now building on more than one platform, and Joe is weighing the best Windows strategy going forward: MSVC, MinGW-w64, or potentially clang-cl.

The Mini Micro sysdisk also got a nice little refactor. The LCARS demo now has its app modules split into /sys/lcarsApps, and the new structure can also load modules from /usr/lcarsApps, opening the door for community-made add-ons.

Community Projects

Trey Tomes has been building a Mini Micro SVG experiment, and it’s looking really fun. He shared parser and renderer work for circles, colors, and XML handling, along with a constellation-style SVG demo — a great example of diving into a new graphics idea in MiniScript.

We also saw a new MiniScript-powered game called Touhou Creator on Steam, which is exciting news for the ecosystem. Huge congrats to hachimi for sharing it — always wonderful to see MiniScript reaching a broader audience.

Community & Discussion Highlights

A few newcomers stopped by looking for tutorials and next steps, and the community had some good recommendations ready. Joe pointed people toward the Mini Micro getting-started guide, the intro-to-programming resource, and the language try-it page, while also reminding everyone that MiniScript is best learned by doing.

There was also some useful discussion around tooling and distribution. People talked about a potential Lutris runner for Mini Micro on Linux, and Joe clarified that a Mini Micro mobile version is still on the roadmap, just not ready yet.

Events & Outreach

A new Micro Jam was announced with an ANIMALS theme, which sounds like a great excuse to explore Mini Micro’s built-in sprite resources. If you’ve been waiting for a gentle prompt to make something small and playful, this is a lovely one.

On the outreach side, Dat_One_Dev reported encouraging movement on getting Mini Micro covered by GameFromScratch. It’s always great to see community members helping spread the word beyond our usual circles.

That’s it for this week — thanks to everyone building, testing, sharing, and welcoming new folks. See you next week!

Upcoming Game Jams

These upcoming jams look like a great fit for Mini Micro:

  • Slop Jam 2: Electric Boogaloo (starts 2026-06-12 22:00:00) — An anything-goes, low-pressure jam with no engine restrictions and a theme revealed at the start, making it a great place to whip up a quirky 2D, pixel, or text-based game over a weekend.

  • The Demo Jam (starts 2026-06-07 23:00:00) — A strong fit for a retro-style, bite-sized vertical slice with lots of room for polished presentation, teaser content, and playful demo-only limitations like locked features or a mock ‘full version’ hook.

  • Turtley in Love - Pride 2026 (starts 2026-06-12 20:00:00) — A one-week Pride-themed jam with a cozy, celebratory vibe and an open theme makes this a great chance to create something heartfelt, playful, and approachable.

  • District Jam VII (starts 2026-06-12 23:00:00) — A relaxed, short-form jam with any engine allowed and no technical constraints, making it an excellent chance to build a pixel-art, tile-based, or text-driven game in a friendly community setting.

  • Tiny Game, Big Twist Jam (starts 2026-06-08 11:00:00) — A 3-day jam built around small, surprising games with a meaningful twist, leaving lots of room for clever mechanics, experimental storytelling, and memorable genre shifts.


MiniScript Weekly News — April 30, 2026
MiniScript Weekly News — April 30, 2026

Development Updates

MiniScript 2 got a solid round of command-line quality-of-life improvements this week. Joe added editable input history, searchable REPL history (!? foo style queries), and a new _in / _out history model; he also fixed some extra blank lines in the REPL.

On the raylib side, raylib-miniscript moved forward nicely with raylib now pinned to 6.0 as a git submodule, plus a bump to version 0.3. Even better, every API now has a code example in the wiki, along with a new Raylib Types page to help map Raylib structures into MiniScript.

In the Mini Micro channel, Joe explained display layering and mode switching in detail, and users kicked around some "worst sorting algorithm" ideas just for fun.

Community Projects

Zaxabock shared a playful MiniScript experiment called PseudoLambda: GitHub repo. It defines lambda-like expressions using Joe’s eval support, and it looks like a fun little throwback while waiting on more language features.

𝔇𝔢𝔞𝔱𝔥 has been building an ambitious project, Ultimate Space Odyssey, and shared a deep dive into Mini Micro display management while working through layered UI, sprite displays, and planet generation. The repo is here: Ultimate_Space_Odyssey/Game — great to see someone pushing the display system and documenting what they learn along the way.

Joe also highlighted a great visual idea for the community to try: a Mini Micro kaleidoscope built from sprites and animated UVs. He posted the write-up here: Make a Mini Micro Kaleidoscope, and it sounds like a fun little program to play with for anyone looking for a colorful weekend project.

Discussion Highlights

There was a lively thread about how MiniScript fits into game architecture, especially around threading and when to use install versus simply switching display modes. Joe’s advice was consistent and reassuring: MiniScript is already thread-safe, and in most games you’ll be happier treating install as a special-case tool rather than a default workflow.

Another useful discussion centered on REPL smart quotes and paste behavior in Mini Micro 2. The conversation surfaced a real tension between convenience and control, with several community members offering thoughtful use cases; it was a nice example of the group thinking carefully about developer experience.

There was also some cheerful design brainstorming in #game-ideas, where Midsubspace floated the idea of making a MiniScript Mancala game. Joe gave it an encouraging “go for it,” which feels like the perfect nudge for a good community project.

Thanks for reading — happy scripting, and keep sharing what you’re building!

Upcoming Game Jams

These upcoming jams look like a great fit for Mini Micro:

  • Mini Choco Jam (starts 2026-02-28 23:00:00) — A romance-focused, story-first jam with 2D-friendly requirements and no need for 3D or networking is an excellent fit for Mini Micro, especially for visual-novel or text-based games.

  • 16bits 2nd Caravan Jam (starts 2026-05-05 13:30:17) — A great fit for a fast, score-chasing arcade game: the jam is built around short, easy-to-pick-up runs with high skill ceilings, especially in the spirit of classic Caravan-style shoot ’em ups.

  • Three Button Jam 2026 (8 Bits to Infinity) (starts 2026-05-08 17:00:00) — A highly accessible restriction jam with a fun twist: build a complete game using only three buttons, making it perfect for inventive controls, tight design, and clever feedback loops.

  • Ak Gaming Game Jam #6 — A very accessible jam with free engine choice, no 3D or networking demands, and a strong emphasis on playable, theme-driven entries—great for retro 2D or text-based game ideas.

  • AEIOU GameJam 2026 (starts 2026-05-01 03:45:00) — A creativity-first jam with a clever twist theme, encouraging illusions, hidden mechanics, and unexpected gameplay that fits retro 2D experimentation perfectly.