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Cart #yugiwohen-0 | 2021-12-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7

This is a remake of an old Flash game I used to enjoy.
Here's an URL to the Author's Boomshine page: https://k2xl.com/#/games/boomshine

Anyway, one of the best things about the game was the music, but I struggle with the sound/music part. So, if anyone wants to create the music that would be great! Here's a working version of the game online (I'm assuming it's some kind of Flash emulator): https://www.addictinggames.com/strategy/boomshine

Also, my sound effects are pretty crappy too.

Another thing that bothers me is how much the game slows down once we reach 40 balls at the screen at a time. I've gone over everything and I've narrowed it down to the following function.

[ Continue Reading.. ]

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9 comments



I'm trying to use a breadth-first search on a grid for path finding. My code works for a grid of 7x7, and just barley for 8x8, but it runs out of memory at 9x9. I was just wondering if there was a way I could do things differently to keep the memory usage down.

function grid:findpath(src,dest)

 function buildpath(node)
  local path={}
  local current=node
  while current do
   add(path,current,1)
   current=current.parent
  end
  return path
 end

 local dirs={
  {x=-1,y=0},
  {x=1,y=0},
  {x=0,y=-1},
  {x=0,y=1}
 }
 src.parent=nil
 local queue={}
 local visited={}
 for y=1,grid_size do
  local row={}
  for x=1,grid_size do
   add(row,false)
  end
  add(visited,row)
 end
 add(queue,src)
 while #queue>0 do
  local node=deli(queue,1)
  visited[node.y][node.x]=true
  if node.x==dest.x and node.y==dest.y then
   return buildpath(node)
  end
  for dir in all(dirs) do
   local new_node={
    parent=node,
    x=node.x+dir.x,

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=100526#p)
6 comments



Just the old Mastermind board game redone in PICO-8.
I got the music from Robby Duguay (Thanks Robby!): https://www.lexaloffle.com/bbs/?tid=2619

Feel free to let me know about bugs and such.

Edit: New version with bug fix and changes as per comments.

Cart #dejutunud-0 | 2021-11-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
8

8
11 comments



I've run into the same thing on a couple of projects, so I'm wondering if I'm missing something in regards to map().

  • sprites have flags marked 0-7
  • the map command has the optional argument 'layer' that will display only sprites of a certain flag
  • the default argument for layer is 0, which mean to show everything
  • if I mark a sprite with flag 0, then using 0 as the argument will just show everything (which isn't what I want)

I think in the past I just didn't make use of flag 0 and it looks like that's what Zep did with Jelpi, but it seems odd that I can't (I think) use flag 0 as a layer argument.

Thanks

2 comments



So, I was in love with PICO-8 while making a game, but then I ran out of tokens. So, I tried a few techniques to optimize my code but it became clear that I wasn't going to be able to fit everything I had planned. So, I just posted the game with some significant content removed.

Some people have reported bugs here and there, but when I go to fix them I end up running out of tokens just to do my debugging (i.e.adding extra keyboard input for testing purposes).

I get, and enjoyed, the idea of having strict limitations, but hitting the token limit just ruined the experience for me. Even if I could just go outside of its limitations just for the testing process, that would be great. I know it's part of the charm of PICO-8, but the token limit (at least) has kinda killed the fun for me.

Does anyone else know of any tricks for this? Does anyone else feel the same way?

Thanks.

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5 comments



Cart #kung_fu_demake-0 | 2020-07-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
24

A demake of Kung Fu for the NES. It was called "Kung Fu Master" in the arcades in the 80s.

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13 comments



I'm loving PICO-8 with one exception: I'm not crazy about Lua. I've read the Lua documentation for OOP, but the table thing is so different and I can't find examples for what I'm trying to do.

I'm almost finished something I'm working on, but the larger the program gets the more I miss being able to separate the logic into objects (the way I'm used to anyway).

Long story short, I wanted to do the following:

Entity Class:

  • x, y, width, height, speed, etc
  • function update()
  • function draw()

Player Class(that inherits from the entity class):

  • score, weapon, power, etc
  • function update(overrides but calls super function from entity)
  • function draw(same)

Enemy Class(that inherits from the entity class):

  • extra variables
  • overridden functions calling super functions Entity class

SpecialEnemy Class(that inherits from Enemy/and then from Entity obviously)

  • extra variables
  • overridden functions calling super functions from Enemy class

[ Continue Reading.. ]

6 comments