(old tag: 16090)
I thought I wanted to make a game about launching missiles, but then I thought about it some more. All I really wanted was to make a game about moving an unwieldy cursor over a radar screen and pressing a button to do something.
So here we have SUPPLYDROP, in which you control a crosshair over a busy radar screen. Distant and imperilled groups of people have pooled their scant resources to send a distress signal, in the hope of reaching you and calling down desperately-needed supplies. You can help them, but their signals are terribly brief. Moreover, you only have ten supply drops to use. One supply drop can feed many people, but do you want to hold it back, in hopes of two beacons near each other? Or will you respond immediately to each call?
Watch for the signal beacons (orange squares). Move the crosshair with the arrow keys and use Z to place supplies near or on them to help those people. At the end of the game, you'll see your score and how many groups you saved. Any groups you missed will lower your score.
(Press Z on the score screen to restart.)
I had a lot of fun making this one over the last few days. I hope you enjoy playing it!
Huh, that's strange. Let me try it out on my local one again.
Yeah, works fine for me. :( Sorry guys, should have made sure it was working on here before tweeting it.
(Try downloading, see if it will work on local PICO-8.)
My bad -- the behaviour of count() changed slightly in 0.1.2 -- I'm guessing you're using an earlier version? count() is now included only as an undocumented legacy function. It no longer handles a nil parameter, so adding this to the top of your program would fix it:
function count(a) if (a==nil) then return 0 end return #a end |
Hey, thanks for getting back to me here as well. :) I tried replacing all count() calls with # but it was still claiming that 'pleas' was a nil value even though it is initialised with multiple elements in _init().
In any case, without editing the rest of the code, your patch function seems to work perfectly!
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