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.
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