Geist, I think it's possible this game was written with a lot of hardware tricks that were still in beta development.
This sometimes happens with software. I know for a-while TRS-80 III hardware could not run particular variates of TRS-80 II software.
Still ... I would like to see an update to this so it runs current version PICO-8.
IMPBOX, how about storing the map in a standard ARRAY and writing your own plotter for it ? If you're not sure how - that is definitely up my alley as I've always had to write a map plotter for any programming language I've used.
Then again, [color=red]ZEP[/color] could just relinquish the problem of the overlay of tile images and the mapper.
If it truly is a FANTASY system as he says, and it is not just a limitation of his programming skill or of the memory model he may have had to choose, this should be no difficulty at all - and in fact help HUNDREDS of PICO programmers.
It's not going to bother me as it will be exceptionally rare if I ever use the mapper space for any of my carts.
After a little testing, I figured some rules for mset/mget and created these functions which store map values in 'mem', a 2d array (more space than you need, but I guess now you can make a larger map?).:
function _mset(x,y,val) if val==nil then val=0 end mem[flr(x)][flr(y)]=val end
function _mget(x,y) if x == nil then x=0 end if y == nil then y=0 end if x<0 or y<0 then return 0 else return mem[flr(x)][flr(y)] end end
(It's possible there are some bugs in the above, but based on my tests this seemed to be the behavior of those built-in functions.)
I replaced all the calls to mget/mset with these new functions. And updated the _draw function to use a tilemap approach (for map tiles) instead of calling map().
I haven't fully tested it, and the map blitting function could probably be improved. But this will get Tempest to work in the latest version of pico8:
This really is a cool game, Impbox. Hope you continue work on it!
Not a problem. It was a quick fix. I'm new to pico8, but if there are other carts that are broken due to that issue, the same method should work for them. I'm just glad I got a chance to check it out. It's a really fun little game!
Hopefully you'll come back to it eventually. I really like the menu/interaction system you've put together here.
Nice survival game, hope it get finished soon.
Anyway it seems the game in "featured" reflect the 0.30 version which have the map "bug" :(
Also during gameplay found 2 bugs, one of them is quite severe.
After 18 minutes of game the player will freeze, this is due to "frame" variable overflowing into a negative number and player movement is only handled after frame 210. The player can't do anything apart of waiting for game over!
one solution in _update is:
frame+=1 if frame >= 32767 then -- prevent overflow which freeze the player frame = 255 -- anything over 210 is fine end
Also noticed that outside the map it's covered by player character (tile 0)
following patch on _draw solves it:
local tileid for mx=0,16 do for my=0,16 do tileid=mem[mx+x][my+y] if tileid == nil or tileid == 0 then tileid=30 -- ocean end spr(tileid,((mx)*8)-ox,((my)*8)-oy) end end
I will honestly say this seems a very fun game, but I'd do away with the 'You HAVE to do X, Y, and Z whenever you start the game, or else you die immediately...' part. Extend the 'intro' a bit instead if possible, otherwise I'm having a lot of fun. :D
Welp, I survived for over a month, had over 100 fruit, made a teepee village, a camp area with a natural cave, a cabin farming village with trees and crops and wells (and only two patches of grain from what I could gather from the wreckage) I'd say that I did everything I needed to.
Awesome game! Though, it does get a little stale after twenty days or so. But I can't wait for more stuff to be added! There's so many possibilities for a game like this! =^w^=
Seems to run fine now in Pico-8 v0.1.11g. This game overall is a mathematical marvel. Creating whole islands from scratch and the terrain and flora besides.
Really quite nice ! I keep dying on 0 days though because it is hard as hell to stay alive.
- My first run stranded me on a tiny beach surrounded by trees so there was no way to survive. I was fine the next run but it would be nice if the game ensures players have the bare minimum to make an axe and chop their way through obstacles.
- Surviving the first night is the hardest so give the player a few more minutes to survive.
- Time seems to progress a little too quickly for my taste, and it would be nice to have more daylight hours than night.
@SeekNDestroy8797 Lighting the fire and sleeping in a shelter works for me. Maybe it takes time to warm up
@sparr AFAIK you can build bridges over 1-tile gaps and plant crops on tilled land if you use the grain (doesn't seem harvestable yet). The inventory doesn't scroll but you can still cursor down past the 9th item.
[Please log in to post a comment]