Just a small test using the Minsky algorithm as a fade.
Z to switch between rectfill() and memcpy() methods.
X to toggle auto-size. If auto-size is off the cursors will resize the circle.
NB: The memcpy() method uses the sprite memory for ease; more thought will be required if used in a cart using this memory. The recfill() method is less cpu anyway, so...

To use Tiled to create a PICO-8 map export from Tiled to a LUA file called "tiled.lua".
NB: You may need to make sure it's LF and not CRLF as current PICO-8 has issues including files using CRLF.
The following code will export the map and any spites in the cart to "tiled.p8".
function parsetiled() #include tiled.lua end tiled=parsetiled() layer,i=tiled.layers[1],1 for y=0,layer.height-1 do for x=0,layer.width-1 do mset(x,y,layer.data[i]) i+=1 end end cstore(0x0000,0x0000,0x3000,'tiled.p8') |


Just putting this here for now.
Needs a little more polish, including some more sfx here and there.
Momentum beginning to fade though. Not really sure where I'm going any more.
Any feedback welcome. I've a few hundred tokens left to play with IIRC.
Controls should be easy to work out, except ⬇ (down) which will throw grenades (unlimited right now).
Edit 1: Used existing sfx where there were previously none in place. Could do with some slight variations for hits and explosions.
Edit 2: Added slight delay to secondary damage giving a chain reaction effect.
Edit 3: Increased smoke when crates and barrels explode.







