'Land in a smooth, timely fashion in order to gain a fuel bonus.
Eventually die a brutal firey death and be absorbed into the lunar land mass.'
Controls: directional keys control thrust
Gfx, Lander mechanics, particles and effects by me
Cheers to the pigmi indie squad for the general concept and procedural land code.
(Mario style controls)
Throw your head/bomb and evade the other player, throwing across wavy tiles to 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)
A/D = </>, A to jump, Q to run/detonate. Drop thru floor: Press/hold (S).
Note: Once your head is released, run will also detonate!
Feedback, comments or bugs - appreciated.
not sure if this is due to updates
but the code from the warp tutorial
is throwing back -unclosed function
It seems to be for the for and if statements
however I'm not sure which require closing!
Any help with this would appreciated!
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