Hi!
I was making tables recklessly and then i think i hit the ram limit. The thing is that it happen when i run the game, and in the first frame, not even where the tables are defined, and it hangs pico8 entirely almost every time.
So, i have one table less and it works, but if i put that last table item without removing another, that happen when i run the game.
I have a menu that doesn't define this vars, and then i hit a button it enters the gameplay when it defines them. It's my undestanding that this would have to happen when i reached the gameplay and the vars are defined, but pico8 hangs when i hit run.
I verified that is not a bug of the game and i'm almost sure that it is the ram limit, but is weird that it happen before the game reaches the segment when it defines this variables.
I'm not asking for more ram XD but i'm pretty sure that something is broken with the exception handling in case of runtime memory, and i don't entirely undestand why it overflows before reach the execution of the code that fills the content of these tables.
Thanks!

So this isn't a game, but it is interactive.
Controls: right / left.
Explore, there are a number of things going on. In the interests of not wasting everyone's time, I'll mention that by the time you see the full moon you'll have seen everything interesting, depending on what you consider interesting.
As for techniques involved, the source is a bit of a nightmare. I wrote the code mostly by piling on and re-using odd things here and there. It seemed right for this kind of thing where quirks are part of product. So: if you have questions about the techniques involved and doen't want to read through the code I'll be happy to explain it.
P. S. I would like to acknowledge Parlor's [i]The Stroll
I don't think anything ought to change, but I thought this was interesting. Pico-8 allows this:
x = 1
if (x == 1) do
print('a')
end
if (x == 2) do
print('b')
end
|
Notice that this is not "if-then-end" but "if-do-end". This appears to be supported accidentally due to the "if (...) ..." shortcut, described in the manual as:
IF THEN END statements on a single line can be expressed without the THEN & END IF (NOT B) I=1 J=2 -- is equivalent to: IF (NOT B) THEN I=1 J=2 END -- note that the condition must be surrounded by brackets. |
The intent is for "if (cond) exp..." to parse expressions to the end of the line. However, if the last expression is a do-end block, the block is allowed to span multiple lines. Of course, this requires that the condition be in parentheses.
I found 7 carts posted to the BBS that use "if-do-end" across multiple lines. Pico-8 does what's intended, so it's hard to call it a mistake.
Unrelated: "if (cond) block else block" is undocumented but supported. "if (cond) block elseif (code) block else block" is not supported. The else's block is optional (though pointless to omit): "if (cond) block else" I found 13 carts using the else form of short-if.

Currently every limit of Pico-8 is kinda rigid, but how about it: You can adjust these limits at the cost of the other ones. E.g. you need bigger map, but don't use much of sound or code? You can increase map at the cost of code space/sound space. Alternatively you need more code but not use much sounds? Decrease sound space, increase code space.
Of course default split would be as it is now.

This is a random assortment of drawings that I have made as a proof of concept.
Hit Z to see the next picture.
Images are stored as strings, as saved by the Canvas Drawing Program.
I will follow up with a post on how to export images from one to the other.
Code by itself is 1892/8192 tokens.
Data for scenes will count against Program Chars and Compressed size.
For 6 scenes, Program chars: 21530/32768, Compressed size 11931/15360
Please feel free to use the code here for your own use.
-ElectricGryphon

Hello Everyone,
I'm already thinking about the PICO-8 ZINE number 4 , who will probably be released in February of 2016.
I was thinking as a Thematic Roguelike or Speedrun...Which one do you prefer?
Could also be a mix of both.
The base of a rogue like are :
-randomization (for replayability),
-permanent death (once a player-character dies, the game cannot be restored at an earlier point),
-turn-based movement
My favorite one's are zaga-33, Hoplite or 868-HACK.
But other game like Spelunky, Downwell,Rogue Legacy are also amazing games.
Would you be interested to write/read articles about this subject?





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