Here's my unfinished platformer fan-game that's based on Morphcat's NES homebrew game Super Bat Puncher!
I'll never, ever finish this because I need to make a (de/)compression thing for levels.
After pixeling the treasure chest (which does not work) I realized there wasn't enough space on the built-in tilemap (I didn't know the sprite data and map data were shared :'-( )
So instead, I'm working on my own game engine.
The code is pretty damn hideous, though I think it's probably interesting enough to look through. I haven't seen many pico-8 games that are this "traditionally" polished (I am probably overlooking like a zillion things, I haven't been on the BBS in like a year)
Anyway, do whatever the heck you want with it~!!
First, this is such a great demo! I'd really like to see you continue it.
No need to feel limited by the map. You can store the map as a 2d array and then just make spr() calls to draw it based on that tilemap. You can even store the array inside of a string so that it counts as a single token.
You can also use modified versions of mset() and mget() to update any of your functions that may have been using those (your collision detection, etc).
Here's an example of what I mean:
This forum doesn't have Direct Messages from what I can tell, but feel free to hit me up on twitter ( @enargy) if you have any questions.
From posts I've seen lately, it looks like many pico8 developers aren't aware of some of these methods and are feeling limited by the built-in map?
Another trick is that you can swap sprites in/out if you store them as a string of bytes. This can be a nice way to get around the sprite tile limit.
I might make an example cart to help show how to use alternatives to the tiny built-in map/graphics space..
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