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Cart #wip_ma_20200817-0 | 2020-08-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Okay! Quite a few changes in this version.

You can walk the player around on a flat solid terrain (the world collision
isn't put in yet so the only solid tiles are the ones on the very bottom). I
made sure to make the movement of the player feel smooth when jumping, yet
tight when walking left or right. It kind of works like Megaman a little bit.

Pressing Z will jump, and pressing X will attack with a little magic slice.
The player, who's name is Makeii, is a spellsword who has the ability to
change his weapon since it's made of mana. The game's weapon mechanics have
been simplified a lot (only one item slot on the top now). Holding down X will
charge Makeii up. When at full charge, he can spend an AP (the triangle meter)
to use the spell in his item slot. There aren't any spells coded in at the
moment, so all it does is reduce AP by one point.

Because there aren't a lot of buttons to use to map to things, ducking is
considered Makeii's defensive position. I'm planning to allow the two buttons
to activate a shield or to use defensive magic after charging, allowing
each spell to have two different uses. Still in the works.

I'm at 7488/8192 tokens, though. I'm going to have to find a way to compress
and save tokens as I build the game more, but the token cap isn't deterring me
from this goal. With each wip version, things get shifted around, more code
gets added, and code already added gets optimized to save tokens. It's expected
to hit and exceed the token cap in the near future, so cutting out some stuff
or making things a little more efficient will need to happen.

I found out that a pair of parenthesis counts as a single token () and
multiplying is also one token, so functions which do things like multiply
a variable by a number seems to be fine. For example, I'm using a function
called "TL(x)" which acts as a multiplier for a tile size, which all it does
is return (x*8). Three tokens for the definition of this function, and two
tokens everywhere else. I could instead use the literal pixel value, but I 
feel like that's going to happen during the late optimization phases.

Finally, comments don't add to the token count, only the char count. This is
good because a lot of variables have abbreviated names due to the small screen
space working with pico-8. I've already tripped up on some of my own variable
names which don't make a lot of sense without context.

Cheers!
- Goober
P#80901 2020-08-18 03:13 ( Edited 2020-08-18 04:59)

The main menu looks a little different in the current version. The menu itself was hiding the tower with its remake, so I got rid of the status UI for the main menu and widened it up.

P#80909 2020-08-18 08:06

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