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idk what to put here

Cart #seinsim-0 | 2020-12-20 | Code ▽ | Embed ▽ | No License
46

Feel free to give feedback at https://www.surveymonkey.com/r/Q6BMZXT, thank you! :)
Watch the trailer at https://www.youtube.com/watch?v=ExljhbRbqzM

Synopsis:

Jerry Seinfeld needs your help with his standup routine! Tell 250+ possible jokes (which make absolutely no sense), to your Boomer/Gen-Z audience! Will you tell the most insane jokes possible? Will you tell the cheesiest dad jokes? Or will you make references to things nobody understands? The choice is yours!

Features:

-Kid-friendly mode
-Full mouse support (finicky on mobile)
-100 unfunny jokes
-250+ punch-lines
-The "Joke-iary" (Can you collect all the jokes?)
-A full in-game tutorial
-A soundtrack where every song is a remix of the Seinfeld theme
-Memes

Commentary:

Thanks for trying out my first game ever!

The game kind of went from a joke-telling simulator to a "recognize the most obscure stupid reference" simulator. It makes the game less funny to those who don't understand the references, but I think the game is better this way, lol.

A big fear of mine was accidentally offending people while they're playing. Although some offensive jokes can be funny, I don't want anyone to feel personally hurt by the game. I have no intention of ostracizing anyone from playing this game.

Guide:

-Press "Z" or left click to perform actions
-Press "X" to access the help menu
-Stars give you extra help menu uses (that doesn't mean the punch-line it's on is good though!)

Have fun playing! Go for that 100%!!

P#85620 2020-12-20 22:10

Hi, I’ve seen some carts in SPLORE that display label images which appear to be custom art (not screenshotted from in-game). This leads me to believe it’s possible to replace a cart’s label image with custom art. What would be the easiest way to do this? Thanks!

P#75349 2020-04-25 12:50 ( Edited 2020-04-25 12:51)

Hi! So I was researching "cellular automata" to generate tiled caves using these tutorials:

https://gamedevelopment.tutsplus.com/tutorials/generate-random-cave-levels-using-cellular-automata--gamedev-9664
https://www.youtube.com/watch?v=v7yyZZjF1z4&t=755s

I found them super useful, until I went to write my own code in LUA (I'm a novice at programming in general, so I had some trouble). I managed to complete the first part-drawing random tiles on the screen: my version is the image below. I changed the background color to white (it looked nice) and randomly tiled the screen using tile ID 001 (dark blue tile).

I started having problems when it came to applying the smoothing function (make_step()). I always ended up with a dark blue, completely tiled screen. The code I wrote is below:

--init
function _init()

  x=0
  y=0
  --screen size
  width=16
  height=16
  --chance for tile to spawn
  wall_chance=0.5

  death_limit=2
  birth_limit=5

  --init random tiles
  function random_map()
    --cycle through screen
    for x=0,width do
      for y=0,height do
        if rnd() < wall_chance then
          --draw tiles
          mset(x,y,1)
        end
      end
    end
  end

  --make smoothing stage
  function make_step()
    --cycle through screen
    for x=0,width do
      for y=0,height do
        --# of bordering tiles
        local neighbor_tiles=count_neighbors()
        --kill alive cells
        if mget(x,y)==1 then
          if neighbor_tiles<death_limit then
            mset(x,y,0)
          else
            mset(x,y,1)
          end
        --birth dead cells
        elseif mget(x,y)==0 then
          if neighbor_tiles>birth_limit then
            mset(x,y,1)
          else
            mset(x,y,0)
          end
        end      
      end
    end
  end

  --looks at 8 neighbor cells
  function count_neighbors()
    --variable we want returned
    --(# of wall tiles found)
    local count=0

    for i=-1,1 do
      for j=-1,1 do
        --cycle through points
        local neighbor_x=x+i
        local neighbor_y=y+j
        --if at center point
        if i==0 and j==0 then
        --do nothing

        --if off edge of map
        elseif neighbor_x<0
            or neighbor_y<0
            or neighbor_x>=width
            or neighbor_y>=height then
          count+=1
        --normal point check
        elseif mget(neighbor_x,neighbor_y)==1 then
          count+=1
        end
      end
    end
    return count 
  end

  --create the cave
  function generate_map()
    --simulate random screen
    random_map()

    --make smoothing stage
    for i=1,4 do
      make_step()
    end
  end

  --init cave
  generate_map()

end

--draw
function _draw()
  --draw white screen
  cls(7)
  map()
end

I've seen cellular automata done before on the Pico-8 here:

https://www.lexaloffle.com/bbs/?pid=25620 (second example cart)

However, this cart works in pixels, not tiles, and I had no idea where to even start to change the code.

If you guys have an idea as to what things I should change in my code, or know how to change the cart above from using pixels to tiles, I would be super thankful. I don't know what I'm doing half the time, so sorry if I might not understand, haha. Thanks!

Btw, sorry for the super long post.

P#73653 2020-03-04 06:21 ( Edited 2020-03-04 06:25)

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