Thanks for purchasing Infinimoes. Sorry, I don’t really know how to set it up with any handhelds. I know you at least need to have all the carts in the same folder, probably unzipped.
Werxzy
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Glad you enjoyed it and thanks for the detailed feedback!
For the controls, You can actually use C and X instead of Z and X to switch the order of the buttons (and X==V). I liked your idea of having swapping vertically and rotating with left/right at the same time, but I think it might get annoying to unselect (or put away) a piece. Maybe using X+Z to automatically unselect it or mess with the storage order. I’ll need to test it a bit before adding it to an update.
The progress should be saving when the level is done. I tested it 3 times on the browser (firefox + windows) and once with the downloaded version and it seems to work fine. This could somehow be pico-8 itself not properly storing the save when the save data is updated. It’s programmed to update the save data right after it detects a finished level and there’s no calls that clears a level’s completed status. (except save clearing, which is only on the main menu and requires pressing it 5-ish times)
I don’t think it’s possible to prevent key-repeating per button, not without some code that won’t fit into this game due to pico-8’s limitations. I’ve had both people who wanted repeating keys to be on or off (turned them on in version 1.1) I might try to squeeze in an option though.
There’s probably a lot I would do for this game if I had more tokens (though it would have made Infinimoes be in development for MUCH longer).
Unfortunately I don’t know what would cause the audio not to work. There is a sound button on the right that could be muting it (I think the sound settings are shared between most pico-8 projects).
Your game, Sticky Chunks, is pretty neat (even if I’ve lost interest in games revolving around highscores over the years). though I noticed the version that I could play was different from the one in the video (that looked like it was the pico8 version).
I actually tried a very similar setup with having tapping X to rotate, but it ended up causing way too many accidental rotations. Plus with this version, it would cause the inventory to flicker open every rotation. I also don’t exactly like the idea of one directional cycling of options (in this case the tile’s rotation). If a desired rotation is missed, the tile has to be rotated 3 more times, potentially to be missed again. I could try to add a better indicator for if a tile is taken out or not and if it’s ready to be rotated.
As for swapping the X and Z buttons for the accept action, I mostly did this because it originally felt better for the keyboard and that I thought the playstation controller had the cross/X button as the accept button (just tested it, turns out it’s both the cross/X and circle buttons are the same, and on an xbox controller it’s backwards currently). I’ll either switch the buttons for the menus or have them both activate in the menus in the next update, though I don’t see it as urgent enough change right now.
Thanks! I actually did a post on it.
https://werxzy.itch.io/infinimoes/devlog/731408/infinimoes-transition-effects
ooo, Thanks for posting this since Pico-8 in general has different save location for web and binary versions. For windows, it would specifically be:
%appdata%\Roaming\pico-8\cdata\werxzy_infinimoes.p8d.txt
(though I can't seem to get your method working for me)
I also HIGHLY recommend changing the fifth and sixth characters to "00" as this is considered the last solved level. Which is used to teleport the cursor to it in level selection when loading the game. This is to avoid getting stuck if you solved one of the levels that were farther down (or doesn't exist in the full game).
Thank you!
You might be able to find settings to change that inside ~/.lexaloffle/pico-8/config.txt (for linux, though I'm not 100% sure if this is were the config file is). probably try setting the "fullscreen_method" to 0.
Also thank you for telling me about the "exit to title" button, though I have no idea why it's not working (works in all non-executable versions). BUT I was able to get an odd fix for it that will be included in a future update.
https://werxzy.itch.io/infinimoes
Infinimoes is a space filling puzzle game (like tangrams) involving a variety of polyominoes and sometimes an infinitely repeating space. I made the game with Pico-8 and even made editors using Pico-8 to make and connect the over 120 levels.
Thank you very much. :)
I'm curious as to which places you got stuck on, as the mechanics (and the positioning of the sensors) should allow for the player to undo the actions they did. There have been a few situations in the past where the player could get themselves permanently stuck, but I think I fixed those.
I am wondering if you didn't know that you could pickup and drop objects, like my friend did. I probably should have at least put some text in-game to help with that.
There is a bit of a problem with resetting the position of objects is that some of the levels rely on objects' positions being saved, though it is doable. Though I'm pretty low on space in Pico-8.
Allowing the player to pull objects towards them would definitely allow the player to get themselves stuck though.
It's usually better to have a sensitivity setting for the mouse. Most people who use keyboard/mouse really don't like that sort of restriction, but it could just be a setting.
One thing that could probably help with player visibility is a shader that shows the player through obstacles. Maybe inverts the color of pixels where the player would be rendered. Getting a little complicated, the edges of the nearby walkable boundaries could be rendered in a similar way as well.
Thank you very much. :)
For that level, all of the sensors on the top half to be activated, so putting a lot of wires down felt like it would get too noisy. I originally just had 5 sensors, but realized there was a solution that skipped what it needed to teach, so I made the solution more restricted. Definitely should have made it simpler.
To actually get passed that door, you also need the lantern.
To me, this is an incredible combination of game mechanics that has a lot of potential. I really hope you consider turning this into a more polished version, or even a full game.
Though this version felt a little off. The camera didn't feel good to use, it was capping the rotation speed for the mouse controls, making it feel like it was meant for a controller. It was also inverted to what I was use to. The movement and actions were a bit sticky, and I was able to clip the boxes through each in some instances (like the last level with the offset blocks). The art was simple and maybe a bit empty, but was clear in what each set of blocks could do. I thought the music was nice and fitting for the game.
thank you. I was actually a bit worried that I wouldn't make enough levels or that they would be boring. Most of the time during the jam was spent programming a level editor.
And thanks for telling me about the skip. I did test each level when I made them, but stuff like that still got passed me. I think for that specific case, I added that doorway above to let the player in or out even if the lower door is locked. Plus the fact that items could get dropped/picked-up through doors doesn't help.