We STAN frogbert!!
Carson K.
Creator of
Recent community posts
Would it be possible to see any of these implemented in the future? 👀
https://github.com/ocornut/imgui/wiki/Useful-Extensions#node-editors
Absolutely. Check the Github for a full guide on how to make your own mod with PICO-8: https://github.com/cklidify/pico-night-punkin
The term "remaster" is definitely more applicable here. But when they state that you can reuse assets I feel like that doesn't mean you can reuse an entire game with minimal programmatic changes. Typically a game like this wouldn't fly in most jams, and it feels to me like this game wasn't made FOR THE JAM. I think people who make their game within the timeframe of the jam are more deserving of the prizes than a game that was made in a much larger time period than the jam allows with minimal changes added during the jam time.
EDIT: At the very least I would recommend adding a disclaimer to the top of the game's description that says it's a remaster of a game you've made prior to the jam. I believe it's misleading to not mention that this jam game had roots as another game before the jam.
This seems like the same game as https://yaru.itch.io/daemon-detective-racing-zero (a game you made before the jam) but with different art assets. The UI is identical, the tracks are identical, the game feel is identical.. I feel like an asset flip shouldn't be allowed in this jam :/
Unfortunately not, but you can play on mobile here on itch or on newgrounds: https://www.newgrounds.com/portal/view/764760
Random mode actually randomizes all the arrows in the Hard Mode chart of the song. It does this with an algorithm to prevent too many double notes, and if you get a random map you really like, you can press Tab and then CTRL+C to copy the current seed to your clipboard so you can play it again at any time by pressing Tab on the main menu when Random is selected and pasting the previously copied seed with CTRL+V :)
I have a tiles.lua:
local tiles = {} function tiles.Create() tileTest = Tile.Add("Test Tile", "tiles/test_tile.png", "test_tile") World.AddTile(tileTest, 0, 0) World.AddTile(tileTest, 16, 0) World.AddTile(tileTest, 32, 0) end return tiles
and a main.lua:
require "src.tiles" function init() tiles.Create() end
My game runs the init function of main.lua on game start, and the function tiles.Create() in tiles.lua works perfectly fine when placed inside function init() in main.lua.
(It should be noted that tiles.lua is located in src/tiles.lua in relation to main.lua. I've also tried `require "tiles"` with tiles.lua in the same directory as main.lua but that doesn't work either)
EDIT: Turns out require does not want the path relative to your current path, but from the root datafiles path. Changing this to
local tiles = require "mods.base.src.tiles"
when the folder structure is
datafiles |mods ||base |||src ||||tiles.lua |||main.lua
works perfectly fine. Leaving this post up in case others encounter a similar issue :)
As much as I would love to update the game further, I was really pushing the token limit in PICO-8 and now there's no more room to add anything else. If I were to make the game any better with all the suggestions I've received from various people it would just become Forager, which is the game this is based on. I may do a sequel in the future with all new mechanics but that won't be for a while unfortunately.
As much as I would love to update the game further, I was really pushing the token limit in PICO-8 and now there's no more room to add anything else. If I were to make the game any better with all the suggestions I've received from various people it would just become Forager, which is the game this is based on. I may do a sequel in the future with all new mechanics but that won't be for a while unfortunately.
Itch: https://carsonk.itch.io/stealthscape
Steam: https://store.steampowered.com/app/670720/Stealthscape
Stealthscape is a top-down momentum based speed game that has you pitted against a wide variety of enemies and obstacles while you try to quickly make your way to the portal at the end of the stage!
There's tons to explore from campaign stages created by a variety of people, to workshop maps created by people around the world with the built-in stage editor. Unlock customization options for your ship while playing and truly take control of the game.
Each stage in the campaign is created differently, some like to hold your hand, introduce you to new mechanics, and puzzle you, while others can be brutal, unforgiving, and push all your prior knowledge to the extreme.
The campaign is currently WIP, and is being updated over the course of Early Access, check out the itch page for more info.
IDE v2.2.2.413 Runtime v2.2.2.326
It seems to work fine in a new project. I think it's my own game (or this crash in specific) that's causing problems.
After getting var s and checking if s != "", I have a simple line that checks for a key press and just does "yeet = yote" (yote is not a real variable), and the game didn't crash and instead ran the sentry code.
The crash that I encountered in the original post was in a different room called from a different object, does that have anything to do with it? The object that contains the catch_error code is persistent, so it's not like it's going away, but the crash occurred after entering a different room and was caused by a completely different object so I'm not quite sure what the problem is :/
EDIT: It seems to work fine now actually, it's just the one bug in particular that just crashes the program instantly (I'm referring to the one in the OP and pastebin)
I followed this tutorial exactly as is: https://medium.com/@meseta/releasing-gamemaker-games-automating-bug-reports-like-a-pro-part-1-b2f388215e0e
And when I encounter a crash, I see normal GMS2 behavior. When adding "crash_error_init();" to my game start it made it so once the game crashed it just closed the game instantly, without running the sentry code (Yes I tried putting a message box or something else in there and they don't trigger either so I don't think it's a problem with GMSentry). When trying to set both fatal and normal modes to _queue, I still see the same results.
If it helps, here's what I'm seeing in console: https://pastebin.com/pLZ7TUgh
The first 7 lines seem like catch_error errors, and then the error I occurred printed out 4 times.
Not sure if I'm doing something wrong or if there's an issue with the extension but I'm posting here in hopes of getting some help :)