So according to the wiki, if you poke(0x5f2d, 0x4), it turns on pointer lock mode, and then you can use stat(38) and stat(39) to read X and Y mouse movement. This isn't working for me, though. Both stat()s just return 0 no matter what. I'm not sure if you have to poke(0x5f2d, 0x1) first too, but either way it's not changing anything.
Here's a little demo cart to demonstrate:
I haven't seen anybody else use it, so is it even possible? The only thing saying it's possible is the wiki.
Hello:
Here now, take a look at this map section:
Despite the fact it's not Pico-8, it is interesting to look at. It is clear there is a meandering path going from north to south yet there are all kinds of tiles and obstacles along the way.
This map was drawn by hand by a map artist I am certain, is why it looks so good and able to explore.
Yet it brings up an interesting point. Are we intelligent enough today in our coding - can we develop code that can create a map like this ? Where it is not only aesthetically pleasing to the eye it also offers a challenge to travel through if you stray from the obvious path.
It might even be a set of rules like:
Map size is 64x64 32 small rotted stumps on dirt 24 rotted stumps on dirt 24 green stumps on grass 24 pumpkins 18 large trees 36 dead trees 48 small pumpkins 32 medley pumpkins 16 large pumpkins 18 bloom trees on red grass + Standard North/South Path through using pressed yellow leaves, twistiness = 114 |
@zep, I am finding this line by itself in code:
while a < anything do
while a < anything do |
Is not appearing entirely ^^ above in [ code ] if you take out the space before and after the <
This is happening in PREVIEW. Once I post I'll let you know if it appears as a POST too.
This is quite puzzling. I also have my ad-blocker turned off.
Windows 10, Quad processor, Firefox v105.0.1
while a<anything do
while a<anything do |
O K A Y it only happens in PREVIEW. Here, create a new message and copy that while a<anything do
inside [ code ] and PREVIEW your message before you post. See if you get the same results I do.
This is what I see when I PREVIEW the message:
Please let me know if you ARE or ARE NOT receiving this error on your side.
Taking a crack today at building drum kit SFX - I've labeled this one as a "High Tom", but if you play it on a lower note than C2, I think it'll probably serve for whatever tom you need. You do need to take care of fading out the notes yourself, though - the SFX ends on a held G1, just to let the drums have a longer sustain than 32 ticks.
30/09/2023 UPDATE
I've had an updated version of this cart on my hard drive for ages that I've never uploaded so I thought I'd finally put it out there.
Just a small mod, mainly a texture tweak.
- Updates a lot of textures to be closer to the ones in 2018 Celeste
- Adds a unique tileset for each of the 3 sections of the game
- Updates some existing textures to make them slightly nicer to look at (imo)
- If you beat the game with 0 deaths, the game will reward you with a golden strawberry!
Thanks to Maddy Thorson and Noel Berry for making the original cart.
This is in direct response to @packbat's marvelous MIDI collection.
I didn't choose a number cause I don't want to overwrite a number you already had.
I have not heard a really good synthesizer instrument yet so I decided to listen to one of my favorite music authors, Vangelis, and the lovely instrument he did in the opening of "Five Circles."
Here is my attempt to recreate the 1st note in the song "Five Circles" - as played by Pico-8.
Compare with the original:
https://www.youtube.com/watch?v=TmlS5riwapM
The third sound, (sfx 5 where you press UP) is my submit for both midilib and denote.
I found this spoooooooooooky thing I made a few Halloweens ago.
Just like the videotape in The Ring, if you don't make someone else play this within 7 days, bad stuff is gonna come for you! Don't try to avoid your responsibility to pass this on, I'll know (because I have access to the play count stats).
The exit is on the left. Arrow keys/d-pad to move . . . while you can.