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Cart #10443 | 2015-05-03 | Code ▽ | Embed ▽ | No License

New items that do nothing as well as fixing player levels being reset when going down a ladder. There's now specific item metadata for each item and row, e.g. the first row of item sprites are for weapons, the second for consumables etc and the metadata controls its type and value.

Cart #10433 | 2015-05-03 | Code ▽ | Embed ▽ | No License

There's now experience and levelling up in this version. You gain a level for every 100*your current level amount of xp you gain, and your current level affects your max HP and mana (as well as giving you a cool confetti animation)
Theres now also ladders which will bring you down to a new floor and the particles going crazy at the bottom of the map have been fixed. The issue with mobs getting stuck on items on the ground was also fixed, as well as the bow using up all the arrows when there were more than one

by luke
Cart #10426 | 2015-05-02 | Code ▽ | Embed ▽ | No License

A half-assed rogue like. Randomly generates a bunch of rooms and items as well as some monsters for you to kill. Z iterates through your inventory and X uses the selected item.
The bow requires arrows to shoot, the staff uses mana and the sandwiches decrease your hunger.

P#10427 2015-05-02 18:21 ( Edited 2015-05-03 21:56)

It is quite interesting. Stumbled upon this glitch on the bottom of the map:

The mixed-looking object would also emit particles each turn, causing the game run slower and slower.

P#10429 2015-05-03 01:48 ( Edited 2015-05-03 05:48)

Yeah the glitch thing happens at anything with a y coordinate above 64. If you hover over the area in the map editor the coordinates go red, and according to pico8.txt it has something to do with being shared with the bottom half of the sprite sheet? Basically whenever I delete those tiles above 64 in the editor it ends up messing up the sprites

P#10430 2015-05-03 04:21 ( Edited 2015-05-03 08:21)

Pages 3,4 of map are shared with pages 3,4 of spritesheet - if you put down some tiles there, you can see them appearing as pixels in the spritesheet.
If you can, I would suggest making a 2-dimensional Lua table to store the map instead, like so:

for y=1,height do
for x=1,width do

and then access it as map[y][x].

P#10432 2015-05-03 06:42 ( Edited 2015-05-03 10:42)

Well I found the easiest way to fix it was to just not draw anything equal or below 32 (not 64, my mistake). But if I had more characters available (I only have like 1k remaining out of my 15k 😲) I would definitely want to move it over to that 2d array like you suggested, the map's a little bit cramped at the moment I think since it's only 32 tiles tall

P#10434 2015-05-03 07:55 ( Edited 2015-05-03 11:56)

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