This must be what Doctor Frankenstein felt like... IT LIVES


So I've managed to write a custom function to help me scale the sprites to the right size for the boxes and finish the timer bars (they now turn green when they're finished and the math all works out to have them wrap around pixel perfect).


On top of that I was able to pretty easily implement the auto-clicker functionality once you hit level 5, so that's pretty cool.



Where I'm currently running into issues is dealing with the large values. Lua/PICO limits you to 32,767 - which could be problematic when I originally balanced the game (albeit haphazardly in excel) to have some upgrades cost 1 million, and higher rewards topping out around 25k.


Toying with how to design around this limitation. These types of limitations, plus ease of use and low learning curve, were the reason I chose to do this in PICO8. I could take the easy way out and shift everything over a few decimals (as you see I started messing with in the above screenshot. I could try to store/retrieve from the memory directly (as recommended by some helpful folks in the PICO8 discord) - but I would not know where to start with that. I could create my own arithmetic engine and store each sig fig or factor of 10 separately (which seems like a lot of work for a 2 week jam that I still need to polish a bit more).


TBD for sure.


My wife - who I actually forgot to tell I entered into this apparently, as she had no knowledge of my actions here lol - kindly informed me that we have a BBQ out of town this coming weekend, so my final submission will likely be Thursday. Hoping I can be home to login and catch the liveplay on twitch or what not though on Sunday evening :)

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