thanks to pico's restrictions, I managed to finish my first-ever game, and I'm happy with the results.
However, I ended up using filthy trickstery to squeeze in as much content as possible, and as a result I ended up with a game needing several non-cartridge files to function. I'd like the feedback, but am not quite sure how to publish it on the forums. I could use some help with this.
The full game either #includes or load()s these files:
enemies.lua game.p8 leveldata.p8l peral.p8 shop.lua translations.lua
Some of the files are generated by my editor, and others are just data kept outside the game for the sake of developer sanity.
How would I upload such a thing so that it would get embedded in a forum post? I could inline the #includes, but it will still need two carts, because the main cart is pushing both token and size limits (8142/8192 and 99.7 % respectively). And what's the proper way to link between same-game carts on the forums?
Oh, and here's a playable HTML export here proving that the concoction actually works.
Thanks, that's what I thought. Technically I can live with these restrictions.
But is there a clean way to preserve the file structure in BBS? Or is it customary to provide a separate github or similar repository for more complex projects, and just post a non-human-readable version of the cart in the forums?
People using splore will load your carts from the BBS fine.
For an offline version, you could provide a zip archive for example with all the carts in it, after replacing all 'load("#game-level1")' by 'load("game-level1")' so that pico8 looks for a local cart file instead of a BBS cart!
For posterity, another thing (well, one of the issues) that popped up when doing this:
I was trying to #include binary data, but had encoding issues when manually inlining the files. Pico can resolve the inlines correctly this way:
- Save the cart as a
- Open the png cart and export it instead.
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