

De-make of "Plague Inc." in PICO8
Spread virus before cure is found
Controls:
LEFT/RIGHT
X : ok
Z : pause menu
TRANS = Transmission points (boost virus spreading on ground)
RESIST = Resistance points (slows down cure progress)
SYMPT = Symptoms points (virus kill)
Work in progress:
- balance
- add Help screen



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There's currently no way to get the existing random seed, since srand() doesn't return anything.
Test/demo:
Could it return the existing seed so we can temporarily change to a sub-system's ongoing seed, then restore it? Like this, for instance:
function handle_ai(ai) local old_seed=srand(ai.seed) â‹® (stuff) â‹® srand(old_seed) end |
It's minor, since you can always keep your seeds in shadow values from the outset and manually set them each time, but it'd still be handy.
Thanks! :)




Itch.io:
https://pixbits.itch.io/infected-system
Submission for the 3rd Gameshell game jam
Rules and other info:
Refer to the itch.io page
Controls:
(Save or Delete game data from the pause menu)
(The inventory menu toggle is also in the pause menu)
X = Shoot
C, RIGHT-ARROW, LEFT-ARROW = Navigation
DOWN-ARROW = Teleport or place antivirus
(Feedbacks are welcome)

Escape from Vandermonde by finding your way through the passages to the teleporter. Avoid the robots that patrol the passages or program them to help you.
There are 14 levels of exploring, puzzle solving and action, all intertwined on the one large map.
Gameplay is introduced within the game. You can choose any level to play at the title screen. However, to beat the game you have to play all the way through from level 1.




You owe money to the wrong people and you only have a few minutes to pay it back. Grab the money bags and drop them at the safe house. Don't get caught. Don't run out of fuel.
Inspired by Getaway!, a crime-themed game designed by Mark Reid and published for Atari 8-bit computers in 1982.
Screenshots


Controls
- up/down/left/right: drive/steer
- x : speed boost
Changelog
1.3
- minor UI and help text adjustments.
1.2
- easy level debt reduced to $2000, with a due date of 2 minutes.




I have a tile object which contains the sprite number and other properties. I want to update different properties at different times, instead of passing all properties all the time.
First I tried this approach:
function update_tile(values) tile = values end |
but of course that unsets anything that you don't pass in values
Then I settled on the following approach:
function update_tile(values) for k,v in pairs(values) do tile[k] = v end end |
Am I correct that this is the right way to do it, or is there a better (code readability or less tokens) way to do this?



EDIT: I just realized run
already takes an argument to serve as the breadcrumb from another cart. So this isn't an option. Never mind, nothing to see here.
Presently, to load+run you literally have to load blahblah.p8 and then run.
Would it be a bother to run the "run" code through the same line parsing that handles "load", and then auto-run it afterward?
I ask because I was running a bunch of local carts from the command line and it was a tiny bother to have to do two steps each time.
...YES, I realize this is a very minor thing, but hey, why not mention it? The worst that happens is that it doesn't get implemented, right? XD
... uh... r—right...?