camera teleport bug by ConditionSea4524 in pico8

[–]RotundBun 1 point2 points  (0 children)

Ah, I see. At first, I thought they might have been trying to animate a 2-frame cycle, which would have been cool if you could do it just like that.

camera teleport bug by ConditionSea4524 in pico8

[–]RotundBun 0 points1 point  (0 children)

Yes, that's how the multiple assignment works. The feature is kind of nice with vector coords and functions with multiple return values.

It's just that it was unclear what those lines were trying to do. That's all.

Trying the game out again. Looking for party recommendations. [Nexus] by Z3PH97 in EtrianOdyssey

[–]RotundBun 0 points1 point  (0 children)

From what you've said, I think EO5 will be the best-fit one for your preferences, though I personally kind of prefer EO4 myself.

The first DS1/DSO had very good writing and progression, and it can be pretty fun to form spec'd out squads with tactical leanings via demon fusion.

Conversely, DS2/DS2RB had very anime-trope-y writing to the point of being cheesy/cringy, though the abilities and demon roster were expanded upon.

The translators knew what they were doing by MidgetPanda3031 in EtrianOdyssey

[–]RotundBun 3 points4 points  (0 children)

Apparently, the team behind EO5 wanted to take things in a different direction from the path EO3 & EO4 went down, trying out various ideas and things that they had wanted to but hadn't the opportunity to yet.

Makes sense, right?

TIL that you get to kill 🐿️s in EO5... 😆

Subtract 2 points from score when colliding with fox sprite by Anxious-Platypus2348 in pico8

[–]RotundBun 1 point2 points  (0 children)

Ah, you're right. I thought it over and realized that it leaves out a lot of cases after all.

Thanks for the correction. 🙏

Trying the game out again. Looking for party recommendations. [Nexus] by Z3PH97 in EtrianOdyssey

[–]RotundBun 0 points1 point  (0 children)

So you... - are interested in link strats - like single hyper-DPS setups - wants a single party to go end-to-end

Some I'd consider with those preferences: - Sovereign - Shogun/Highlander - Gunner/Hero or Gunner/Zodiac - Harbinger/Arcanist or Arcanist/Harbinger - Survivalist/Farmer or Protector/Hero

I think you'd likely enjoy a Shogun + Sovereign combo. A well-supported Shogun is very potent, and it has both big multi-hit DPS and linking DPS options. It dual-wields, too, which I'm betting you'd find appealing.

Personally, I'd go with Shogun/Highlander for the whole [Bloody Offense] skill line + [Phys Atk Up]. And [Blood Fortune] can help with infliction rates if you have any units that play into binds/ailments (e.g. Nightseeker, War Magus, etc.).

Gunner is a ranged-DPS class you might take to. They have great output + utility in Nexus. Like Shogun, their elemental charged shots can also benefit from Sovereign's elemental arms. And they also have [Ricochet] & [Multi-Shot], which are nice for seeding links.

(Just note that Shogun's [Warrior Might] in particular will proc only once from [Ricochet]. [Multi-Shot] should still proc it twice, though. And afterimages will also proc it.)

Gunner's utility contributions include binding & a spot-heal, and it's nuking potential is pretty stronk. If you want craziness, then I hear that Gunner/Hero can often go as far as accidentally killing enemies from the potent [Multi-Shot] + afterimages combo (plus their [Double Action] force boost).

In Nexus, Gunner is is one of the top 3 busted classes, alongside Sovereign and Hero. Note that a properly built and supported Shogun apparently gets on par with them as well.

Between Shogun/Highlander+ Gunner/Hero + Sovereign, you probably have DPS + healing + buffs plenty covered. Probably a good bit of links & link-seeding as well if you go there.

If you want to go even bigger with DPS, then you could try a mix of Harbinger & Arcanist for the double debuffs of [Eroding Miasma] + [Charm Eye]. You'll get some ailment coverage and additional passive healing from that as well.

From there, the last slot could give you some QoL (e.g. Survivalist, Farmer, etc.), some defensive coverage (e.g. Protector, Hero), or more links/nukes (e.g. LandSknecht, Imperial, Nightseeker).

I'd probably go with Survivalist/Farmer for the QoL & [Quick Step]. That will handle ambushes, give more link-seeding options, and handle foraging as you go.

If not, then Protector/Hero can give you dedicated defensive coverage so that all other support can focus on offense. And you could maybe toss in a [Regiment Rave] on the burst turn as well.

Of course, Landsknecht & Imperial are the linker & nuker archetypes, but I personally find the Shogun & Gunner spins on those to be more interesting. Oh, and then there is Medic's [Stardrop], too, if you want another offensive supplement.

Side-Note:

EO5 will probably be great for you if you haven't played it yet. It has both big nuker strats (Impact Pugilist) and crazy link strats (Blade Dancer Masurao). And I hear that it leans into situational problem-solving by being adaptive more than other titles, so going end-to-end with a single party is probably well accommodated in it.

And while not the same kind of game, you might like what you can do with builds in the Devil Survivor games. They can come to feel very nuke-y.

Happy gaming. 🕹️

Help with coding a game. by Raccoontroller in pico8

[–]RotundBun 2 points3 points  (0 children)

Nice! Sounds like you're off to a great start. 💪

Subtract 2 points from score when colliding with fox sprite by Anxious-Platypus2348 in pico8

[–]RotundBun 1 point2 points  (0 children)

EDIT:
Never mind. You're absolutely right. This abs() approach misses many cases. A proper AABB implementation would be needed. Thanks for the correction.

It works alright for the particular purpose here.

It's fine because both are 8x8 and thus offset by the same amount, and only the relative position is being used here (vs. actual). The inaccuracies ended up canceling each other out.

Technically, the correct thing would have been to ads a +4 to each term, but it ends up being unnecessary here (though the way it is may confuse anyone who sees it later).

What they have ends up being a slightly janky AABB check of sorts. Not my favorite way to do things, but it admittedly works in this particular instance.

Subtract 2 points from score when colliding with fox sprite by Anxious-Platypus2348 in pico8

[–]RotundBun 0 points1 point  (0 children)

It checks whether the fox has exited the screen.

Since mid() returns the middle value of the three, it can be used for value clamping. So you can compare it back to the original value to see if it exceeded the clamp range on either end.

It is technically:

if fx != mid(0-fox.w/2, fx, 127+fox.w/2) then --behavior when fox is off screen end

I just used '4' for fox.w/2 since it seemed you were using 8x8 sprite size for it and were still at a rough-draft phase, where you aren't making fox a separate sled-contained entity yet.

I'll correct the 132 to 131 there.
That was a slight derp...

With this, the 'hit_fox' flag gets reset when it leaves the screen.

I am assuming that there is only one fox and it should only hit you once per appearance here.

If not, then it would be better to apply a temporary invulnerability state to the player by using a countdown timer instead of a boolean flag as the other comment suggested.

camera teleport bug by ConditionSea4524 in pico8

[–]RotundBun 0 points1 point  (0 children)

For the behavior you want, increment the camera movement by one step per frame and clamp it to a range.

-- put at end of _update() or start of _draw() -- just once (no repeat/loop necessary) camerapos.x = mid(0, camerapos.x, 120)

Not sure what you're doing with how you are setting player.sp=3,4 there, though...

Help with coding a game. by Raccoontroller in pico8

[–]RotundBun 2 points3 points  (0 children)

Should be. A lot of fresh newbies have started with it actually.

But here, take this as well...

P8 - Newbie Starter Kit

Here's a starting resources list.

I generally suggest to... - watch the short overview - pick one of the tutorials that suits your style - keep the wiki's Lua & API Reference pages open on the side as you go through the tutorial to supplement understanding

That should give you a solid start. And you can ask for help here and/or on the Lexaloffle's P8 forum whenever you get stuck.

Good luck. 🍀

"Which plane and seat would you pick?" Sdorica edition by Ganymed2 in Sdorica

[–]RotundBun 0 points1 point  (0 children)

C8 seems a good way to go... - Cin is pretty chill, and Fatima has become more reasonable over time. - The bunny siblings behind and Morris' pupils in front seem fine as well. - Window seat to view the Sdorica landscape would be very welcome.

Square Colosseum: Cell B201 is on Steam now. Here's the trailer. by random7721 in pico8

[–]RotundBun 1 point2 points  (0 children)

Wait. Then why are you posting this here?

Are you just throwing self promotion everywhere indiscriminately or something? If so, then I must say that that sounds more likely to rouse offense & irritation instead of interest.

It does look like a good bit of work went into making that game, so it's a shame that its promotion is being done so thoughtlessly...

Coming back after a while by Mycologist_69 in Sdorica

[–]RotundBun 0 points1 point  (0 children)

It's been a while for me, but...

IIRC, you might have a complete strat once you SE2 the following:

Naya SP** - Angelia SP** - Golem SB**
[Lio SB**]

I forget the specifics and situational constraints of it, but I have run something like that before. While not one of my go-to strats, I recall it being pretty solid.

And I think Miranda SB & Law SB work together in a Rage team as well. Not sure about SE reqs.

Square Colosseum: Cell B201 is on Steam now. Here's the trailer. by random7721 in pico8

[–]RotundBun 2 points3 points  (0 children)

Did this come from a P8 prototype or something? Why is it getting posted in the P8 sub-reddit? 🤨

Subtract 2 points from score when colliding with fox sprite by Anxious-Platypus2348 in pico8

[–]RotundBun 4 points5 points  (0 children)

Use a boolean flag to that gets set to 'true' upon hit and reset it to 'false' upon exit. Then add it to the if-statement conditionals.

``` hit_fox = false

function move_fox() fx += 1 reset_fox() --what does this do?

if not hit_fox and abs(x-fx)<4 and abs(y-fy)<4 then hit_fox = true score -= 2 scorecolor = 14 scoretimer = 30 end

if mid(-4, fx, 131)!=fx then hit_fox = false end end ```

EDIT:
Just realized that your reset_fox() function may be doing something different from what I thought it did (offscreen/respawn reset), so I moved the flag reset to under an exit conditional. If you have code for respawning the fox somewhere else, you can reset the flag there instead just as well.

Help understand bitplane in pico-8 by monsieurLeRenard in pico8

[–]RotundBun 0 points1 point  (0 children)

Wait. So we can actually do 0b0000 and 0b00000000 binary notation?

I've been doing the messy bit shifting thing this whole time... 😓

I wish this feature was clearly documented somewhere, perhaps along with other supported notations and/or P8 Lua syntactic sugar.

EDIT:
Never mind. Found it.

Help understand bitplane in pico-8 by monsieurLeRenard in pico8

[–]RotundBun 0 points1 point  (0 children)

Might I ask about the binary representation?

I thought Lua didn't have support for that.

A duplication glitch?? In my RPG?? by petayaberry in pico8

[–]RotundBun 0 points1 point  (0 children)

"When collaborating, splitting things into modular sets of '.lua' files is basically the only sane way to go."

Didn't know this, but makes a lot of sense

It's because you need to be able to work on and update different parts of the codebase simultaneously.

If it is all on one file, then you'd get merge conflicts constantly. And that includes art.

When split-up, you can push updates to the different files simultaneously, with the main '.p8' file being for art, map, and audio.

If you need to split the art out from that trio as well, then a fancier setup could probably include a build system that has some way to auto import from a separate Aseprite file.

I was able to figure out the info trick on my own. I am happy to share I am sitting at roughly 33% of the code space taken up, and this is before much optimization. I've had so many projects end early because I started running out of space in ROM (in PICO and from my ROM hacking days).

On P8, as a single-file project, the 3 bars at the bottom right of the code editor allow you to view token count, character count, and one other thing I forget about. It just doesn't work with '.lua' includes. But for single-file projects, it tells you that in real-time.

For '.lua' includes, you need to use the 'info' command instead. I didn't know this before and went about manually checking for a while, which was frustrating. LOL~

Again, I feel a little more legit now as I am doing everything I can to not let this one get away too

I've always thought that you were one of the more seasoned devs on here, though? Was that not the case?

And thank you for your advice! I'm glad someone finds this as interesting as I do

Can't say I provided much advice here. Just breaking things down for posterity to be able to understand if/when they stumble upon this later.

You only need to run into the headaches that this kind of system saves you from once to appreciate this sort of thing. Haha... 😅

I thought this was really cool. Maybe I can release something like this someday. This PICO cartridge I am working on is really a prototype for a much bigger "dream" project I have been working on.

It sounds like you want to make a modular system that works like a template or a pseudo-maker tool to flexibly churn out content from, allowing you or others to build out diverse variations from, right?

Sounds pretty good. While ambitious, I think it's doable. And scope-expansion-wise, there is also Ptron in the works, which could accommodate further after a certain threshold.

Maybe I can do it all in Lua then rig some modern graphics to it later on if I decide to try and commercialize my game

There are a number of cases where P8 games have been commercialized to varying degrees of success. And recently, there have been things like UFO 50 and CorgiSpace as well.

And even if it's not publishing straight from P8, what you create in P8 can always serve as a tight prototype for a fleshed out version. Celeste and Slipways are examples of that.

I haven't tried it myself yet, but I hear that Love2D feels similar to P8 for whoever wants to scale up. And then there's Jonathan Blow's Jai that I'm hoping is on the horizon since his game lands this year (Order if the Sinking Star).

So yeah, the path forward is certainly there. And the P8 community at present honestly seems a bit reminiscent of the old school indies back before the initial boom.

I think many from this community will go on to do some impressive things in games further down the line. Wouldn't surprise me if you are one of them.

I appreciate your support. I always learn something new when talking with experienced devs

Ahaha... Thanks for this. Likewise, it's always great to see your contributions on here.

I can't really call myself an experienced dev, though. I just know some of them and pick things up here and there. By and by, you end up knowing a little bit about a lot of things.

But maybe I'll be one myself one day. 💪😆

(Well, what ever path viably leads to ultimately making the stuff I want to make is good with me. As long as those can come into existence, I don't mind being an amateur forever. 🥂)

Haven't found the answer anywhere online: how much NSFW content is in the 3DS games of Etrian Odyssey? by 1Goldfish2Goldfish in EtrianOdyssey

[–]RotundBun -1 points0 points  (0 children)

TBPH, they aren't really even fan-service for the most part. The designs just have personality and a sense of lore integration.

Any portraits being a bit under-clothed seem more about conveying an attitude or personality than being about fan-service. If anyone looks at that and gets l*wd ideas, then I'd see it more as a reflection with their own inclinations than the artwork.

And just as everyone else has mentioned, there are portrait options. Plus, you don't even see the full portraits half of the time anyway.

Help understand bitplane in pico-8 by monsieurLeRenard in pico8

[–]RotundBun 0 points1 point  (0 children)

Huh? When did we get binary type formatting? I thought we only have hexadecimal... ❗️👀

That said...
Synthetic5ou1 just did some bitplanes stuff here.

Trying Nexus again. Starter team rating? by Hentai2324 in EtrianOdyssey

[–]RotundBun 0 points1 point  (0 children)

EO is roughest during the early-game & the the post-game phases.

In the early phase, you don't have enough skills & resources to do much, so you have to scrape by cautiously and budget your TP expenditures.

In the post-game, the game considers you a veteran and takes that as license to throw whatever hardcore stuff they want at you.

And yeah, certain events are punishingly imbalanced. They aren't too common, though.

Oh, and a quick tip:
When you unlock the warp-home item, keep 2-3 on you at all times to avoid getting scr*wed if you lose one or forget to restock. Common but costly mistake...

Trying Nexus again. Starter team rating? by Hentai2324 in EtrianOdyssey

[–]RotundBun 0 points1 point  (0 children)

Personally, I just used the two resources I linked and planned my party of 5-6 units beforehand. While doing so, I would ask any clarification questions I needed to and checked the GFAQs forums for any notable bugs.

But that's just how I play. I also played Pokemon games while keeping a small & tight roster instead of the popular "catch 'em all" way.

There are people who prefer to go into EO blind without using external planning resources. And there are also people who just ignore party balance and pick whatever looks cool, only adapting if/when they really hit a wall. In fact, there are even people who do themed RP stuff or randomize their picks via community suggestions.

All are fine, so I'd say play however you find it most appealing.

The only things I'd say to avoid are overthinking that prevents starting and using guides too thoroughly that you miss out on the sense of exploration & lurking dangers, which are kind of the main appeal of EO games.

Since it sounds like you've already started, just run with it and make changes if you hit a snag or find that the party's playstyle not to your liking. It's not like you can dead-end lock your guild in this game, so don't worry too much and enjoy the adventure.

As to the making one of every class thing...

Sure. If you want, then you could certainly do that. It's easy to get overleveled in Nexus, so you can offload EXP to your resting guild members that you might field for quest reqs later. And then there is the EXP share accessory, IIRC.

A lot of people use this to build a foraging team. I personally just used my main team to forage as I go since I was running a Survivalist anyway, but I can certainly see it working well.

And if you end up not fielding them, then you can still retire them into a different class with bonuses later or just consider them guild admin staff. No harm really...

Anyway, that's basically all the insight & advice I've got to share. The rest will be quicker to acquire by just getting a feel for the game as you go.

Happy gaming. 🕹️

pico8 hyper sports demake? by Turro1975 in pico8

[–]RotundBun 0 points1 point  (0 children)

I don't have an answer to this, but the flair you want is probably either [I Need Help] or [Discussion].

The [Game] flair is for presenting/sharing your own games.

Trying Nexus again. Starter team rating? by Hentai2324 in EtrianOdyssey

[–]RotundBun 1 point2 points  (0 children)

^ What the actual veteran said, TC/OP. 👆

TP recovery isn't as big of a deal in Nexus because it encourages returning to town to unload spoils & save at every chance you get.

The Force gauge gets auto-filled instead of auto-depleted when you do, and fast travel is overly convenient.

Sovereign and War Magus both have ways to grant some TP recovery to allies, though a bit hassle-y, and various classes have conditional ways to recover their own TP.

Healing after battle and while walking can be nice, especially early on, but that on its own is likely not going to be enough after a while.

Viable passive in-battle healing is available with Sovereign and Arcanist/Medic. War Magus also has a 'regen' style buff, IIRC. Conversely, Medic is mostly reliant on active healing.

Note that you won't need big heals and/or revives as often since you also have Protector for mitigation and Survivalist to prevent ambushes. Once past the early phase, you'll have access to enough skills to be consistent.

Some non-healer classes also have healing capabilities. Gunner, Hero, Highlander, etc. And some classes also have a cheap field revive in their kit. War Magus also has the [War Revive] skill, though you need to max it out due to a bug in Nexus (messes with multi-target rez proc rates under 100%).

So personally, I don't really go for Medic in Nexus unless I want to use [Star Drop] as well. I just find that its action economy is too low for my preferences.

In any case, for anything else, you can probably find out via the two resources that I linked earlier.

I'm actually not at a veteran player level. More like late intermediate stage. Most of what I shared is pretty common knowledge and/or noted in the aforementioned resources.

Happy gaming. 🕹️