avatar by Melsephant
i've been running into some strange errors involving a project using #include while running it on windows instead of my usual linux environment. i've isolated the problem to line ending convention: an external file that uses the windows CrLf convention, but is otherwise the same as a file that works with no problems, will cause errors. here is the text of the external file i used:
local function _draw() cls(1) end
to see the problem, save this with an external text editor using windows line ending convention (wordpad works, as do many programmer text editors) and use #include to include it in a cart.
for example, when i have these files in my working directory:
tiny terrarium.lua tiny terrarium.p8
and i enter "load t" and then press tab, it completes to "load tiny terrarium.", as it should, but then even if i type "p" and then press tab, it will not complete to "load tiny terrarium.p8". i tested various variations of partial entries of the file names, and they seem to work as long as the space hasn't been entered yet, and fail as long as it has been.
(also, inline code snippets on the bbs don't seem to work as advertised? i couldn't get them to format this post properly. they insisted on making full code blocks every time)
i somehow accidentally turned on an fps counter and thought the manual would say how to turn it back off, but it doesn't seem to. it would be nice if the manual documented this and any other potentially undocumented shortcuts
(i managed to get it to turn off by closing and relaunching pico-8)
i just redownloaded voxatron after hearing about the latest update, but now i get this error message logged to the console on startup:
vox: /lib/x86_64-linux-gnu/libm.so.6: version `GLIBC_2.27' not found (required by vox)
it seems like it's asking me to update a core system file, but my packages are up to date and for unrelated reasons it's impractical for me to change os or os version. i'm using linux mint 18.
is there anything else that can be done?
this is a deltarune paper doll fangame made by me and my brother, CrossroadsWanderer ( @XroadsWanderer)! we started out making a paper doll game unrelated to deltarune, but when we played deltarune together, we became enamored with ralsei, and decided to make it a ralsei dressup game instead. we made this for ourselves, but i hope others will find it enjoyable!
x/cancel: take off
left and right: scroll through items
some options are found on the enter/pause menu.
- the designs of ralsei and his default outfit are from deltarune
- the designs of the two hidden items are from deltarune and undertale
- the music composition, "friendship" (which can be found on bandcamp), is from deltarune
everything else was done by us. this includes:
- game design
- pixel art (including our renditions of the aforementioned preexisting designs)
- music arrangement
i'm trying to allow players to choose between two different versions of the same sprite without having both on the sprite sheet. at the same time, my game has a day/night cycle that modifies colors as seen in this gif:
i want to largely work out the how for myself, at least at first for the sake of learning, but first wanted to check that i'm not missing something:
is it possible to have both these per-sprite palette swaps and the day/night swaps just with appropriately placed pal calls, or would i need to do something a little more manual?
i'm aware of the difference between remap-on-draw and remap-on-display; also note that there's ui whose colors must not change with the time palette, which would seem to rule out using remap-on-display, unless i'm just missing something.
edit: just to clarify, please do not post full solutions. i'm okay with hints in the form of nudges in the right direction though.
"hi. this is a toy i made. it has no real ending, but feel free to try speedrunning it anyway if you wish.
as there's no sound, please provide your own ambience, relaxing or otherwise.
you may encounter bugs. the bugs are intentional and cannot be destroyed. good luck."
i thought i'd give an early preview of the falling sand game i'm working on:
there's not much to it yet; the only kinds of particles are air, soil, and sand, but i plan to add more and also have some more optimizations in mind. it took some work and a bit of luck to get to this point :)
(while not holding o)
up/down/left/right: move cursor
x: place atom
(while holding o)
up/down: select setting
left/right: change setting
edit: shoot, does this web player also have bugs re: _update60? i'll try to alter the cart to make it work
edit: okay, seems fixed
is there a non-stylistic reason that it's useful to define _init? i haven't been able to discern any practical difference between defining things in _init and defining things outside of _init other than that the former gives you slightly more flexibility in ordering your source code.
certain characters are not rendered correctly, such as × (multiplication cross), áéíóú (accented vowels), and quite probably others.
i checked the bbs's html and didn't see it declaring an encoding. this might be solvable with a simple <meta charset="utf-8"> although i'm not sure if anything else is awry.