test = {}
add(test, {})
print(#test) -- 1
print(count(test)) -- 1
test[1] = nil
print(count(test)) -- 0
print(#test) -- 1
|
are you maintaining some other method of counting the objects in tables other than counting until you hit nil (I am guessing the answer is yes)? If so, is it faster to use COUNT than #?

I am making a song in pico-8 that has a section with 3/4 time. How do I do that with the pico-8 tracker? I think you would do it in Milkytracker by changing the length of the pattern. I could just have each pattern contain three beats of one measure and one beat from the next measure, but that's kind of messy and would cause a lot of redundant notes. Could I use Lua programming and the sfx api to hack around the tracker? Is there a chance we could have a feature to change the length of patterns (or at least to make them shorter)?

I've been working on a cartridge in Voxatron for a decent amount of time now and have become very adept and understanding of how player/monster creation, logic, and modifiers work... But! I've hit a dead end...
No matter how I try it, I can't get the logic for my player to work right. After many days of working at it, it seems that the only way to make it work is if you added a special determining factor to triggers...
That factor would simply be: Only activate (under trigger circumstances) after prior trigger is activated.
If that didn't make sense...(I had a hard time putting it in words concisely) What I want is when, say, modifier#1 is set to have modifier#2 happen next, modifier#2 will happen next, but only if modifier#2's trigger activates and will only activate if modifier#1 was triggered first.
I hope that makes sense! :( I'm trying to keep most of what I'm doing under the hood right now so if you have a contact I can message you through privately I can show you exactly what I'm doing/trying to do and more specifically what I need to make it work!
Hopeful that you'll see this and understand what I mean,
RumbleChops.
P.S. Thanks for the like on one of my Speed-Modeling videos! I hope to show you all some of the fruits of my labor soon! :)
Keys: Arrows move brick, C drops it, X restarts level (after confirm)
GFX improved
new levels
new in-game music, 4 songs by pizza
new intro music by movAX13h
extra life items
NOTE: If you have played version 1 (wip) please note that maximum fall height has increased by 1 unit.
Have fun!

Please Note: THE GAME WILL START AS AN EMPTY BLACK SCREEN, THIS IS INTENDED.
With One Spirits Wish
Three Worlds Collide
Each One Has
A Key to Hide
The Spirit Must
Collect All Three
Otherwise
It Will Never Be Free
Please report any bugs, or problems in the game, if you can figure out if they are problems or not.
This game is designed to be (brace yourself) INSANELY MEGA HARD!
Feel free to ask question, as this game is filled with a lot of mystery. (I will not answer all though)
Also I would've loved to add music, but the premade voxatron music doesn't fit my style, and i can't use milky tracker. This was made and uploaded in Voxatron version 0.3.2
Final Note: I started this game sometime in February this year, I spent a lot of time on it.
Now go ahead and play, and try not to die (if you can).

Have you ever felt like you don't have enough trains in your life?
Have you ever thought : "Man, I'd really go for a never-ending train ride right now"
Well look no further because endless train is here!
Complete with:
-Trains!
-Seats!
-Handles!
-Stations!
-Tunnels!
-Bumps!
-Internal monologue!
And much more!
So what are you waiting for? Hop in and take a ride in the endless train! ᶠᵒʳᵉᵛᵉʳ
Changelog :
[hidden]
1.2 (2016-06-13)
- Fixed a bug where the tunnel wind sfx would never stop
1.1 (2015-07-27)
- Fixed the tunnel's very low spawn probability
- Tunnels will always give a different region
- Actually changed the whole way tunnels work
1.0 (2015-07-15)
- Initial release






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