MiniScript Weekly News — April 30, 2026

Published: (April 30, 2026 at 07:08 PM EDT)
3 min read
Source: Dev.to

Source: Dev.to

Development Updates

MiniScript 2 received 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 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. 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 discussed “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 serves as a fun throwback while waiting on more language features.

𝔇𝔢𝔞𝔱𝔥 has been building an ambitious project, Ultimate Space Odyssey, and posted a deep dive into Mini Micro display management, covering layered UI, sprite displays, and planet generation. The repository is here: Ultimate_Space_Odyssey/Game.

Joe also highlighted a visual idea for the community: a Mini Micro kaleidoscope built from sprites and animated UVs. The write‑up can be found at: Make a Mini Micro Kaleidoscope.

Discussion Highlights

A lively thread examined how MiniScript fits into game architecture, especially regarding threading and when to use install versus simply switching display modes. Joe’s advice was consistent: 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 highlighted the tension between convenience and control, with community members offering thoughtful use cases.

In #game-ideas, Midsubspace floated the idea of a MiniScript Mancala game. Joe gave it an encouraging “go for it,” providing a perfect nudge for a community project.

Upcoming Game Jams

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

  • Mini Choco Jam (starts 2026‑02‑28 23:00) — Romance‑focused, story‑first jam with 2D‑friendly requirements; no 3D or networking needed.
  • 16bits 2nd Caravan Jam (starts 2026‑05‑05 13:30) — Ideal for fast, score‑chasing arcade games; short, easy‑to‑pick‑up runs with high skill ceilings.
  • Three Button Jam 2026 (8 Bits to Infinity) (starts 2026‑05‑08 17:00) — Build a complete game using only three buttons; perfect for inventive controls and tight design.
  • Ak Gaming Game Jam #6 — Accessible jam with free engine choice, no 3D or networking demands, and a strong emphasis on playable, theme‑driven entries.
  • AEIOU GameJam 2026 (starts 2026‑05‑01 03:45) — Creativity‑first jam with a clever twist theme, encouraging illusions, hidden mechanics, and unexpected gameplay.
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