

It's also close to generalizable to arbitrarily sized rectangle sections of the spritesheet for both input sprites (so you could do a hit detect of e.g. It's probably not fast, it's definitely more verbose and messy than it needs to be, but motherfucker it works. And at some point late in the evening, I got a generic "compare these two sprites from the sprite sheet, at x/y offset in screen pixels from each other" collision test working. So I regrouped yesterday evening and approached the problem from a different angle, setting Thopter Escape aside to write up a single-serving cart just to implement and test and debug collision functions. But then I dumped a lot of effort into writing up a pixel collision function that was just not gelling, in a variety of ways that I'm certain include just poor coding at some point in the snaggle of comparisons and conditionals I hacked together. I sat down yesterday and worked out box collision, and that was satisfying in a just-get-that-shit-done sort of way because it reminded me that it's really not particularly difficult. What it doesn't have yet is any kind of collision detection, which is one of the big barriers between it being a sketch and it being any sort of game I'd been dragging my feet because converting coordinate systems always makes me balk way more than it should for some reason (write a damn utility function!) and I have known from the word go that simple rectangular box collision wasn't gonna cut it for this game anyway because of the sloping terrain, and pixel perfect collision sounds like a much bigger pain.
Infinifactory too hard movie#
Plus a little bit of pseudo-digitized movie art for a pre-game cutscene which, per my rambling above, has an incredibly unconvincing "speech synth" component in the cart now. Got some nice bits put together so far: a (shrug at this art) thopter with a jet engine animation and axial tilt, a simple flight model for it, basic sand clouds, and some shaded dune terrain built out of a bunch of tiles, with a (accelerated hugely here for demo purposes) day and night cycle using palette swapping. Someone really should be making an Attack of the Snake People cart.įor my part I started in on a second Dune game, this one called Thopter Escape, as a side-scrolling fly-em-up through a desert storm to take refuge among the Fremen. I'm really, really liking the specific scope and heft of this dev environment. Of which, that's been coming along nicely I'm gonna hack in some mode select stuff to the title screen this morning and stick another version up when that's done. I've got one in my current dev version of Shai Hulud if you try really, really hard to go nuts flailing on a controller, because my original, memory-sensible way of managing an input buffer was doing bad things because of some misapprehension on my part of the behavior of add() and del() list management. I suspect game-crashing memory leaks are going to be the in thing with a lot of PICO-8 carts. I did hit an out of memory error when playing it though. It feels like a (comparatively) lot of folks got their first cart up yesterday I guess folks digging in on the weekend. Didn't make the connection at that moment that it was also a mefite posting, which is rad.

Agreed about the the directional use gimmick, though I didn't play long enough yet to start actually strategizing effectively about it. It's really neat! I saw it go up last night just before bed and had to stop and mess around with it.
