It's my first roguelike dungeon crawl,
Loosely inspired by grim survival games like Pathogic (Мор. Утопия) or Diary of a Spaceport Janitor, the focus is on scrounging for supplies & managing hunger, thirst, exhaustion, and infection.
mostly pretty straightforward.
🅾️ to pick up / interact / confirm (in inventory, hold to drop)
❎ to cancel / bring up inventory
it's all by me
the clock uses code cribbed from 1sergey's clock cart
the dungeon generation is based on johanp's dungeon generator
dialogue function from profpatonildo's simple textbox example
a* pathfinding based on dooart's example
sprites based on Oryx's lofi fantasy sprites and...?
It's been a lot of fun figuring out how to cram all this into a cart ... I've really pushed against the token limit on this one. I'd love to hear people's thoughts on it. What works? what doesn't?
I'm working on a sort of roguelike, so using procgen, and I've hit a wall where the game crashes with an "out of memory" error.
Now, since this is still all a WIP I haven't been super careful about memory usage, so it's certainly possible... but when I print the result of stat(0) to the screen, the highest it ever goes is 200 before the crash. Thinking there might be some sort of recursion issue, I logged a couple trace() statements and that turned up a dead end...
Since I don't get a stack trace at the crash, and I have nothing else to go on... My question is: how do I go about troubleshooting this & how do I find the source of the problem? I'm not quite ready to share the cart yet, so I'm less looking for a specific solution and more general guidelines. What should I look for, and where?
DOWN FOR MAINTENANCE
Hi! I present my first PICO-8 project. It's called CGA, and is an adaptation of John Langan's short story, Technicolor.
The limitation of 4 colors on screen at a time, but the freedom to change palettes immediately implanted the idea of using this story, for reasons that become apparent as the story goes on. It's really more of a visual novel in the most limiting sense, rather than a game per se. But I'm pretty happy with how it turned out, as a way of getting my feet wet with PICO-8 development.
I have to add an extra special thanks to @dddaaannn for his text compression tool – un-abridged, I think the story would have been too long to fit on the cart without any code. I was able to use his tool to eke out the last bit of space necessary to make a cart. @Oli414's dialogue text box and @johanp's lowercase font was essential in making the long text easier to read.