Here's my first game on Pico-8 :D
While I am no stranger to gamedev, this is the first time I work on Pico-8. This is also an emotional moment for me, because I finally get to complete a project I started 6 years ago. This is also the very first time, as unbelievable as it is, I have genuinely enjoyed playing my game and thinking as an audience :D
Instructions are all in the game, I'd like to see how I have improved my tutorial skill. Let me know if you have any problem.
(Remember, press P/Enter (default Pico-8 keybind) to access the pause menu.)
If you are keen for poke around and/or learning, I thoroughly wrote this game to be readable and the codebase is moderately commented and put it on GitHub. This game implements an entity component system, not the usual standard object-oriented approach; let me know if I did it right. I have also created a boilerplate implementing these in case you'd like to use some of them. Code critiques and feedback are highly appreciated :D
I have also learned a massively lot and fixed an insanity-inducing bug caused by the max integer value of 32767 hours before launch :D
Update 2020 Jun 16: Remapped keys.
Update 2020 Jun 17: Fixed an incorrectly mapped key in caption state.
Update 2020 Jun 21: Minor refactoring and change in draw layer with no remarkable impact on the game.
Hi,
I'm trying to implement a simple Component Entity System. The amount of systems (which are actually functions) is getting bigger, and I'm putting them in a table to iterate over to avoid implementing back and forth.
However, my iterator function using all(t)
does not work at all.
Here's the structure of my systems:
updatesystems = { system1 = function(t) [...] end, system2 = function(t) [...] end, system3 = function(t) [...] end, system4 = function(t) [...] end, } |
t
is a table which includes raw data of all entities.
This is my current codes, which work:
function _update() updatesystems.system1(world) updatesystems.system2(world) updatesystems.system3(world) updatesystems.system4(world) end |
What I would like to do
function _update() for system in all(updatesystems) do system(world) end end |
And I have no idea why it doesn't work. None of the systems updates.
Any suggestion?