You've been flushed away in The (Endless) Sewers of d'Oh!
Now try to escape, pathetic paddling!
Hint: You can't! This is an infinite breakanoid! Muahahahaha!
v1.2.1: more sensible use of dset/dget (stalls on Pi+microSD, see here)
v1.2.0: warrior mode, better background, ugly label.
note: SOD is keyboard/gamepad only while POD is mouse/touch only!
This is SO good ultrabrite! :D
(and thanks for the link to the other version - had no idea!)
Looks so polished - as all your work is - and plays well too.
I'm gonna have to dig into the code to see how you got the great trail/particle effect working with a tiled bg behind! ;o)
thanks a lot everybody!
@Liquidream: for the trail effect I'm simply dimming random pixels over the whole frame instead of cls(). the "background" tiles are drawn over each frame! but since they're mostly transparent-black and dark blue they blend in! if you pause the game you can see all the blue pixels are there in the blurbs. (I'm still amazed myself) :)
@Rich: I wish I had one too! not even sure where to get one that would work, everything is diy hacks it seems. like hold a mouse vertically against a tube, rotate the tube. lol, it works.
@rez: the thing is, it's unplayable on vanilla pico-8 since you lose control when the pointer is out of frame. even in fullscreen the paddle will stick on the left and right borders. for pits of d'oh I'm locking the pointer in javacript, so I can get mouse deltas through gpio. try it on itch.io :)
It's a little hacky, but here.
To maintain balance, it generates a left or right keypress while the mouse's x differs from the paddle's x.
[Edit: you should be able to play with just a mouse now; if mouse mode is disable, use left-click on the main menu to enable it. And then you should be able to use left-click for things you'd use a controller button for (clicking menu items, shooting the laser powerup, etc)]
@enargy: I actually removed mouse support on purpose, for the reasons stated above.
well done anyway :) I wonder if it works well with touch on pocketchip? though you should set btn_noinp=0 on mouse events, so that it doesn't stick on the intro. oh and there's no ewer in the sewers ;)
@enargy: by "vanilla" I mean the official version (either binary or here on the bbs) in opposition to a cart export where you can customize the html wrapper. for now the mouse can only be locked with the latter. and btw the mouse is flat-out inactive in fullscreen on html exports as well as here on the bbs.
afaik in fullscreen html, the mouse is actually locked as a mean to hide the pointer. then it always returns (0,0). I think this dates back before the mouse peeks where "discovered" and it just stayed like that. among other fullscreen issues the frame scaling is not pixel-perfect and doesn't play well with chrome's page zooming (ctrl+).
Interesting! I hope that gets resolved in a later version.
I tried to test a bit and it looks like:
- Desktop (Windows, windowed) - Mouse polled normally
- Desktop (Windows, fullscreen) - Mouse polled normally
- Web (in post, non-fullscreen) - Mouse polled normally
Web (in post, fullscreen) - Mouse polled normally
- Web (in cart list / main forum page, non-fullscreen) - Mouse position not polled
- Web (in cart list / main forum page, fullscreen) - Mouse position only polled at top of screen / up to (64, 127)
I wonder if the main forum page / web cart list page uses a different version of the player maybe? Or at least they seem to handle things differently.
I was like "Let's find out how this dev made the trail", but I've never expected it to be so complex (in a good way)!
At the beginning I was not understanding it at all, just when I saw that you were messing with the memory itself it started to make sense.
With this game I've learned a bit how memory works in PICO-8, and it was a pretty fun discovery, so thank you!
Also, good job for creating that solution for the trail, it's really mind blowing but I guess with PICO-8 you need to do this kind of tricks if you want to make something complex.
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