Medibot bash aka 'Golden Cudgel'
Recent reports of a Chinese woman apparently seeking help at a hospital (her expressions of frustration, at having pre-assessment performed by a robot) inspired an early morning effort to mash something together..
Partially pulling from some of my previous prototypes - (perhaps passing some problems with the newer pico 8 web export format).
tech notes: Just basic draw order rules/collision and rough looping animation at this stage. I would like to control the length/speed of the animation loop and corresponding sounds, suggestions with this or various methods to avoid obvious sfx clipping (ie how to execute as 'oneshot') are appreciated.
using 0.2.5 e
Game running fine - found through splore, runs fine in editor
Game page: https://www.lexaloffle.com/bbs/?tid=34952
-Produces <EOF> error when running on web
" error line 23 (tab 2)
camera(scr.x, scr.y)
<'eof'> expected near 'end' "
I have read similar post where web exports won't run
games made in previous version of the editor, however
I have attempted to export again from latest version
and experience the same problem running on the BBS
(preview), so feel the bug must be rudimentary/code based.
Essentially the error stems from calling a function within a function
(not within an if or else statement), however when I remove
the above function call, the same error is produced by the previous line
(within the scope of an if, else statement) [[function camera_pos()]]
Could this be as simple as 'cascading' unclosed function error?
Any help much appreciated as I would very much like to continue this
project (and obviously avoid similar bugs moving forward)
Thanks
'Land in a smooth, timely fashion in order to gain a fuel bonus.
Otherwise, die a brutal firey death and be absorbed into the lunar land mass.'
Controls: <^> directional keys control thrust
Gfx, particle code, Lander mechanics, sfx by myself
Cheers to the pigmi indie squad for the (procedural land code).
*update may19: added landing indicator, fixed carry-over velocity
WIP /6/18
(Mario style controls) </> move n slide, X to jump, Z to run/detonate
Throw head/bombs while evading the other player, wavy tiles (propel at speed), switches control direction.
Player 1 - Bomb: (Down 3 sec charge, release to throw)
directional = </>, X to jump, Z to run/detonate . Drop thru floor: press/hold (Z).
Player 2 - Bomb: (Hold down 3 sec charge, release to throw)
Hey fellow PICO 8 users in the dojo,
Started with a breakout like concept, now I can't seem to walk away from this interesting problem..
The ball currently uses a sine function in order to cycle its scale: BALL_R=1+(SIN(FRAME/20)*2)
and I'm trying to adapt collisions to accommodate this type effect (see - multiple uses).
So far it doesn't appear to work without triggering multiple undesired bounces at the border.
So far I've had limited success with a function I made to snap the object scale to whole number
increments, however this has not resolved the problem, which only consistently occurs when the
ball (CIRCFILL) crosses the boundary as its increasing in scale (BALL_DR=+1).
I've also attempted to apply a timer to limit bounces (ball x/y inversion) without much success.
Am I barking up the wrong tree/ are there other collision models which already
deal with these type of situations? -any help would be greatly appreciated