I don't have something to post as a cart yet, but i'll post this capture of what i'm doing right now.
The animation has some color replacements to test the looks of the four turtles. This is the first iteration of how will look one of the three levels i plan to put in the game.
Updated:
Current status: Tech demo. Rewritten all sprite, frame, anim mechanics because i've hit all the limits at the same time :P
No bebop and rocksteady spawning this time, but it's useful to look at the changes i did to the code.
It has a HUD now.
A quick little puzzle game. The goal is to fill up the entire grid with your snake.
Directions:
First, place the snake egg using the arrow keys. Then press 'z' to hatch it. Once hatched, use the arrow keys to move around. The level will reset if you get stuck, or you can press 'x' to reset instantly.

With current one, playing 2 player games is downright impossible unless you have also a gamepad. Well, if you don't want to play a game of Hand Twister at the same time as well, that is.
So I'm proposing following mappings for the 2nd player:
Left: Numpad4
Up: Numpad8
Down: Numpad5
Right: Numpad6
Btn1: Numpad7
Btn2: Numpad9
Then our friend can sit at the side and while we're using arrows+z/x, he'd use just one hand to control the game.
This is exactly how I've set up second player in Nestopia, aside of mapping stert/select to Num+/NumEnter and it works remarkably well.

Sorta like when using arrows in sprite editor. Because I've came up with a nice waterfall sprite for my secondary project (Contra demake), but it requires me to be able to move it - in theory I could make it so waterfall consists of multiple frames, each slightly moved downwards, but I don't want to waste sprite space like that.

I've noticed that after few hours of using Pico, it starts to get more and more memory, but only when you start opening many different carts in a single, long (few hours, the shortest time I've seen it happening was in a session about 3h long) session. Obviously closing and reopening pico fixes it, but it should be looked into even if it's small (the biggest it got in memory was about 450MB when leaking).
//edit: Also the first sign the leak is happening is that sound starts to get choppy. That was what alerted me of the issue for the first time and I was investigating it for the past 3 days to get to what exactly causes it.

The other day I was making a level that was suppose to be a chain of small rooms 32 X 32 X 64 and I run in to an issue, Only part of the wall would be rendered (top half) and only after I made the wall indestructible. Not sure if this is a know bug, but there it is...
Please let me know if you have any questions.
/Regards,
look forward to an update :)

Would save a ton in tokens since brackets are treated as separate tokens.
//edit: Or if you're calling version of function that takes no arguments, ex:
palt(12,true) -- <- brackets necessary --draw something palt -- <- brackets unnecessary since this version of palt has no parameters |
Of course after such bracketless call/definition, a new line would be required, but most sane programmers do so anyway.






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