Hey!
How to replicate:
If you enter CONFIG, then enter CONFIG THEME, then press up twice and execute CONFIG command without retyping it, it will execute CONFIG THEME again instead.
Expected behavior:
Execute CONFIG and not CONFIG THEME.
If you do the same, but then retype CONFIG from your keyboard, it opens CONFIG properly; even if you use UP twice, delete a single character and then retype it, it will work properly. It glitches out only when you're repeating the command while recalling it with UP and not altering it.
I mirrored the map on the cast.p8 demo.
Changes in code
Before:
1 -- raycasting demo
2 -- by zep
5 fov = 0.2 -- 0.2 = 72 degrees
58 if (btn(⬅️)) dx-=1
59 if (btn(➡️)) dx+=1
62 if (btn(⬅️)) pl.d+=0.02
63 if (btn(➡️)) pl.d-=0.02
After:
1 -- raycasting demo but mirrored
2 -- by mosnar23 (og by zep)
5 fov = -0.2 -- 0.2 = 72 degrees
58 if (btn(➡️)) dx-=1
59 if (btn(⬅️)) dx+=1
62 if (btn(➡️)) pl.d+=0.02
63 if (btn(⬅️)) pl.d-=0.02
I am working on a demake of HearthStone. It is still missing a lot of features but I plan on implementing them in the future. Tell me your opinion and more features that you would like to see included.
The current work plan:
- Complete artwork
- Re-draw field and add player's hero as target
- Implement card effects such as taunt, poison,...
- Implement enemy's AI
A #pico-8 homage to the groundbreaking 1993 PC Intro "Mars" by Tim Clarke, in 972 bytes of compressed lua code. Produced for the 2024 #pico1k jam.
Use the left and arrow keys to move sideways along the landscape, and up and down keys to move forward and backwards, respectively.
"Haru, the Mothership Callisto deployed a protective barrier over the moon - if we don't remove it in time, Operation Surge will fail. You need to infiltrate the mothership and destroy the core from within."
"Where's my ship"
Inspired by titles like Crimson Clover and Cho Ren Sha, this caravan-styled shmup has two fast and punchy stages that emphasize close quarters and highscoring. Each stage challenges the player in different ways, both designed to be quick and "in your face", with short runtimes and a demanding, run-ending final boss.
The Deck and the Labyrinth
Alpha v1 (c)2024 grimmrobe
The Deck and the Labyrinth is a roguelite deckbuilder(lite) maze crawler where you, a mysterious hero with a magical deck of cards, traverse 28 floors of a randomly generated maze to battle monsters, collect cards, and eventually defeat the evil creature that brought the maze into existence.
Controls
Exploration
Up,down - Take a step forward or backward
Left,right - Turn 90 degrees left or right
z/c/(O) - View map, open chest, interact, close window
x/v/(X) - View deck, close window
Battle
Left,right - Change selected card
Down - Hold to see what the selected card does
I'm brand new to coding in general and need help.
I'm trying to make it so that there is a 50/50 chance of getting a specific sprite to appear shortly after the game starts.
This is what I came up with, but it jus glitches and overlaps both sprites on top of eachother. Can someone let me know what I'm doing wrong?
if time()>8 then
end
if rnd(10)>5 then
cls()
map(0,0,0,0,16,12)
spr(017,px,py)
end
if rnd(10)<5 then
cls()
map(0,0,0,0,16,12)
spr(018,px,py)
end
I'm currently developing a handheld Pico-8 console using a Raspberry Pi Zero 2W, with a 480x480 HDMI screen for display. The system is functioning well, except for one issue: the Pico-8 screen does not scale to the full screen size. Instead, it is confined to a smaller square in the center of the display. This problem does not occur in Raspbian, where the desktop utilizes the entire screen area correctly. I have experimented with various resolutions, but there has been no improvement. Additionally, it appears that there is no config.txt file for the Raspberry Pi version of Pico-8. Could you provide assistance with resolving this issue?
One of the simple examples in the LUA documentation for metamethods is to implement set logic on tables.
s1+s2 returns a new set that is the union of the two by defining __add, s1*s2 returns the intersection thanks to __mul, so far so good.
There is also the very useful __index and __newindex to handle reads and writes to unassigned indexes of the table, but the very important assignation metamethod at table level seem to silently not exist, as if it were of no use.
when I do
set1=set2
followed by
set2=set2+{new_elem}
I most certainly didn't mean for set1 to be changed.
There's of course plenty ow ways to force the behavior I wanted :
set1=set2+{}
would work.
We could define a set_copy function
set1=set_copy(s2)
But there seem to be no way to override the assignation behavior, like we would redefine the = operator of a class in C++ for example.
Could someone please shed some light on the subject ? What is the reason behind this omission ?
I created a clone of Worms, the dueling battle game! The game includes three battle maps, set in different terrains. The players can select different spells that consume different amounts of mana.
AI isn't implemented for the second player yet, so when selecting:
- '1 player', both characters will be controlled by controller 1
- '2 players', characters are controlled by different controllers
Controls:
- left / right - move
- up / down - select spell
- x - jump
- o - fire
Version 1.0
- no AI for 2nd player
- missing music