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the option to continue is there already, I assume it's a key you save or cdata, not the latest to check.
(Oh wait nvm, it takes the menuitem and prinths a file, I see.)

P#102005 2021-12-08 01:50 ( Edited 2021-12-08 01:59)
:: cubee


I don't think there's much more I can do to save tokens, but I'll see what I can fit from your suggestions.

I tried adding the twins, but I don't think I'll be able to fit them in since there's 2 of them. Any other ideas for bosses to try, preferably that don't have multiple parts?

retinazer sprite


The main post should explain how to save and load in the "How to save your worlds and players" section. I haven't tested it too extensively though so saving on the web version may not work properly for some people. (particularly on mobile)

P#102020 2021-12-08 04:52 ( Edited 2021-12-08 06:41)

both have EoC ai
1 shoots green sparks
1 shoots red bullets

I also added a bit to my ideas post

P#102025 2021-12-08 12:38 ( Edited 2021-12-08 12:41)

ok @cubee
and because i don't know so well of saving anymore let's see if the button continues

P#102026 2021-12-08 13:03

death is labeled "aight imma head out" XD

P#102030 2021-12-08 14:09

I have reverse-engineered the player files, and am now working on an inventory editor.

P#102046 2021-12-08 19:01

How do I use the furnace?

P#102051 2021-12-08 20:46

WAIT, I have the best idea:

items are currently broken into 3+ lists
this makes it harder to read the code and probably takes up tokens

what if items were formatted like this:

--items are indexed by pos in list

NAME:SPRITE:Palette changes:item features:comment

name: this is the name that is shown when the item is held
sprite: the sprite of the item
palette changes (if needed): edit the colors of the sprite(ex: wood pickaxe to iron pickaxe)

item features: this is my cool idea
(too big, see second spoiler)

comment: does nothing, just an identifier for the humans reading them.

these would be put in as needed
some of these have sub inputs (shown in parentheses)

(bg wall, (pick power to break??), top-solid, solid, produces light (brightness, color), door, can have auto bg walls, need support)

(autoswing, damage)

(ammo type, autoswing, damage)

(pick (pick power??), axe, damage)


(type, damage, infinite)

(summon, food (effect), maxHP up)

bonus idea:
list of material palettes :

--default is 15,11,5,4 (gold) (3,2,1 these stay the same)
--(- for colors that don't change)

what do you thing @cubee?

P#102056 2021-12-08 22:18 ( Edited 2021-12-09 14:33)
:: cubee

First duplication bug?

  • Trash all items except for a consumable (boss summon, life crystal)
  • Press (O) to pick up and put down the item a few times.
  • If you see the item both in the inventory and in the picked up item slot, it worked. Congratulations, you now have infinite boss summons, but nothing to do with them except cause chaos!

Pretty useless though since you have to trash everything to make it work.

I was putting the held item into slot 0 (which doesn't exist from the inventory system's perspective) when the inventory is empty, so it's fixed for when I make the next update.

Enjoy it while it lasts!

P#102148 2021-12-09 02:32

How Can i Craft fire arrows

P#102182 2021-12-09 11:52 ( Edited 2021-12-09 11:53)

why can't monsters be formatted as strings (name,hp, damage, defence, drop(s),ai type)

P#102189 2021-12-09 14:32

@cubee @Jerry_Boy predicted the twins lol.. Second of all I was gonna say eater of worlds but that has a lot of parts... I think a good boss would be plantera probably...

P#102233 2021-12-09 22:48

F nonsense

P#102250 2021-12-10 01:04
:: cubee


15 arrows and a torch at a workbench


How did i not think of that

P#102279 2021-12-10 03:25

having mouse support could be cool, as i can't hold up/down, z, and x at the same time (either a possible pico-8 quirk, or my laptop sucks), meaning i have to build up to mine more then 1 block upwards. you could also make the mouse obey the 1 block range aswell (sorry if this is confusing)

P#102281 2021-12-10 04:00 ( Edited 2021-12-10 04:10)

so glad you liked my idea, I think that enemies could also have tokens saved

format idea (string)
name,hp, damage, defence, drop(s),ai type (,sprite,palette)

this would mean that you do not have to call the enemy variable but instead just check the needed data.
ai types could also be combined like EoC + shooting = twins

P#102293 2021-12-10 13:15

terra-demak terraria updated because before v1.2.4 now v1.3 @cubee

what you put again now in terra-demak terraria @cubee

P#102296 2021-12-10 13:49 ( Edited 2021-12-10 13:57)

what are you going to do when the terra-a terraria demak reach 100 favorite @cubee

P#102297 2021-12-10 14:04

my im br guys

P#102298 2021-12-10 14:18
:: cubee

I forgot to change the version number when I last updated it so nothing has changed yet.

When I said that I meant the enemy strings, that was really good for saving tokens.

Anyway I think I've managed to get Plantera in, that should be a nice change away from EoC's AI that both EoC and the secret boss use.





P#102300 2021-12-10 14:45

in the gif, the enemies are still separate items in an object

P#102302 2021-12-10 15:12

my idea is to do:

example list of enemies (stats copied from terra code)
mobs =
gslime,14,6,0,59:1,slime,164,(pal changes?);
bat,15,13,2,bat,150,(pal changes?)
jbat,30,20,4,bat,150,(pal changes)}

name,hp, damage, defence, drop(s),ai type (,sprite,palette)

P#102304 2021-12-10 15:17

finally to plantera super hard plantera @cubee

P#102326 2021-12-10 21:16
:: cubee

The main issue with combining them all into a single string is that then enemies would have to be indexed by number, rather than names, which would make the code a lot less readable.
If there's a way to preserve the names as keys (something like "key=v:n,v:n" to key="v:n,v:n") without using more tokens, I'll try, I just don't want to obfuscate the variable names at this point.

P#102365 2021-12-11 02:04

good point.

what about the item syntax, what do you think?

P#102434 2021-12-11 22:27 ( Edited 2021-12-11 22:30)
:: cubee

It will take a bit of a refactor, but I'll look into it to see if it could help.

P#102457 2021-12-12 09:55

cool, it would allow for more items to be added more easily. also https://www.lexaloffle.com/bbs/?tid=43558 can be used as part of the item syntax instead of [SPRITE:Palette changes], you could just have the sprite string be part of the item syntax

P#102464 2021-12-12 14:00 ( Edited 2021-12-12 14:05)

two suggestions: craftable chests. because... why not? and also if possible, randomly generated chests from caves. but i don't think the game have enough token space for that, so...
and lastly: buff ocram a little bit. he is a little easy to my taste, but i think i can go with it

P#102491 2021-12-12 21:17
:: cubee


Yeah I'm not going to add chests for a few reasons, mainly concerns about tokens, save file size and the UI layout on top of the lack of an interact button.

How do you think Ocram should be buffed?

  • Health?
  • Damage?
  • Movement speed?
  • Add projectiles maybe?
  • ... All of the above?


2 things about using espr() for the items: calling sset() for the amount of items per frame this game needs to render is probably going to destroy performance (primary issue), and it trades sprite space for compressed size (also a concern now after adding Plantera).

I do however already have my own similar function that takes significantly less tokens (with less functionality) which I use for the Terra logo and part of Plantera's sprite:

-- 39 tokens
function tospr(str,w,x,y)
 for i=0,#str-1 do

It uses a similar format to the one output by PICO-8's GFX editor:

-- pico format, () are normally []

-- tospr format, pico format with the tags and first 4 numbers removed

Also, I've attempted to change the item strings, but unless I'm going about it the wrong way it doesn't look like it will save tokens at all.
Items are in fact only stored in one list as it is: the TOOLSTAT list.

The second list (TILENAMES) stores the sprite names which are accessed from both the inventory and recipe systems, with the inventory being the only one with access to TOOLSTAT so merging TILENAMES with TOOLSTAT breaks all but the inventory. This is purely used to display the selected item's name on the inventory screen.

I think it would be great to make the items use a more flexible format like that, I just don't know how it will save any tokens. (I'm right up at 8192/8192 with 99.98% compressed size as of writing this)

P#102547 2021-12-13 08:31 ( Edited 2021-12-13 09:35)

Access the sheet.https://modpree.com/

P#102548 2021-12-13 08:34
:: cubee


P#102550 2021-12-13 08:57

K, I will try to figure out how to do it then show you

I see what you mean about the item names, that makes sense

what if blocks used:

usetime: 1=light source, 2=semisolid, 3=door,???

value: light[brightness], ???

P#102562 2021-12-13 12:06 ( Edited 2021-12-13 13:03)

@cubee i was thinking in all of the above, but maybe if you just increase the minions spawnrate i think it would be good too

idk if he was supposed to be the final boss of the game, but
if not, i don't think he needs to be significantly harder

P#102578 2021-12-13 14:08
:: cubee

I saved more tokens, so I decided to test out mouse controls.

Current layout:

  • P2 Left-Right: Move
  • P2 Up: Jump
  • Left mouse: Attack

Inventory has the regular controls (P1 arrows, z/x/c/v, enter)

Breaking blocks (Tile breaking range is only limited by the screen size)

(Yes, that statue on the left side is Jelpi)
Ranged weapon aiming

Opinions on mouse controls? Or should I add some other feature instead? (I have 80 tokens to work with)

P#102724 2021-12-14 08:24

other features (more enemies would be great)

P#102729 2021-12-14 12:35 ( Edited 2021-12-14 12:42)

Boss rush

P#102738 2021-12-14 13:43

@cubee perhaps also use the scroll wheel for switching items both in and out of the inventory, maybe also pressing it to get in and out the inventory (if you somehow have enough tokens)

P#102747 2021-12-14 15:57

I think more content is more important than mouse controls

P#102750 2021-12-14 16:04

@Sup3rAw3som3Gam3r remember, quality over quantity. and also, i think mouse controls would be awesome, but i mean, i think the controls are good already, and it would be a problem to some people that play terra in smartphones if this wans't optional.

P#102782 2021-12-14 23:32 ( Edited 2021-12-14 23:33)

I understand, however, I think the quality is high enough that quantity is what I want to see

P#102809 2021-12-15 11:45
:: cubee

After some more playtesting, I definitely need to make Plantera more difficult, so most (if not all) of those tokens will go towards that for now.

P#102891 2021-12-16 04:33


P#102906 2021-12-16 12:33
:: cubee

I think Plantera is finished now.

P#102971 2021-12-17 04:40

Can't wait!

P#102981 2021-12-17 12:38

fyi, night bosses can currently be spawned in the day

P#102984 2021-12-17 13:35

how will you get 2 muskets (for dog gun and minishark)

P#102985 2021-12-17 13:36 ( Edited 2021-12-17 13:38)

what if the twins were seperate bosses
(weird green eye summon)(weird red eye summon)

P#102986 2021-12-17 13:41

lasers and cursed flames

also, can I have the retinazer sprites?

P#102987 2021-12-17 13:48 ( Edited 2021-12-17 13:52)
:: cubee


Night bosses being summoned during the day will be fixed next update. They should also leave when it becomes day as was intended but I had accidentally left it disabled in the released version.
Here's Retinazer's sprite. What are you planning to do with it?


(He's just the Eye of Cthulhu with a different pupil sprite and the laser cannon)

P#103039 2021-12-18 00:41 ( Edited 2021-12-18 00:42)

@cubee sorry for the... ping? But I was wondering if another update came out since it says 1.3, I usually wait for it to be posted here before playing it.

P#103040 2021-12-18 00:48

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