Hope you enjoy.
TODO:
- Enemy AI so one person can play.
- Sounds and music!
-
Fix the patch of trail missing when turning (this is due to the the bike being shifted slightly when turning, to prevent hitting the trail if you turn 90 degrees whilst skimming the edge of a trail)
- Explosions upon death, partly implemented but currently commented out.
- Adjust the lifetime of the trails, potentially make them permanent, but I thought the map was too small for this.
- Any other suggestions!

Hey! There seem to be a few bugs when editing the bottom half of the map. I've noticed when moving tiles with the selection tool the changes are not reflected in-game or in the spritemap-data unless you hit CTRL+Z once.
Here's a gif of it in action
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!






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