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Feb 21st, 2017
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  1. PV8:
  2.  
  3. * Jumbled up sprite sheets is not user friendly.
  4. * Lack of line numbers in error messages.
  5. * Hot key to return to previous tool (for when jumping back and forth from running game)
  6. * No information when trying to call a nil function.
  7. * Debug log seems to be missing lines (log.txt has extra lines which show up next time game is run).
  8. * Run mutliple instances, so that I can compare stuff (like controllers)
  9. * Opening new game should not lose all un-archived changes.
  10. * Gamepad support
  11. * Collision map png should be included somehow.
  12. * B&W color for collision is very hard to follow.
  13. * Use RGB for source, and compress on import.
  14. * I guess since it only reads first pixel, you could make the rest more readable.
  15. * Unable to combine bit flags.
  16. * Archive everything in Game folder.
  17. * Allow for packaging of source content (eg. TMX tilemap file)
  18. * Currently it gets deleted without warning!
  19. * Debug log doesn't scroll to bottom
  20. * Workflow of trying to create/build upon systems is really confusing.
  21. * Don't understand how color keying is supposed to work. Maybe it isnt?
  22.  
  23. BUGS:
  24.  
  25. * Adding a large tilemap png (100x100) introducing long hang (5ish seconds) when loading the game.
  26. * Frame hitches.
  27. * DOCS:
  28. * Says: local value = apiBridge:propertyName
  29. * Should be: local value = apiBridge.propertyName
  30. * Color settings dont work (and changing current color causes all colors to vanish)
  31. * Max CPS is 8 when setting in tool
  32.  
  33. PICO8 Issues:
  34.  
  35. * Missing operators (+=, -=)
  36. * Missing if() function
  37. * printh => print
  38. * _init = INIT
  39. * _update/_update60 => Update(timeDelta)
  40. * math functions append math.*
  41. * fget(mget((self.x-(offset))/8,(self.y+i)/8),0) => apiBridge:ReadFlagAt((self.x+(offset))/8,(self.y+i)/8) == 0
  42. * cls => apiBridge:ChangeBackgroundColor(0)
  43. apiBridge:Clear()
  44. apiBridge:DrawScreenBuffer()
  45. * Colors per sprite should be 16
  46.  
  47. buttons:
  48.  
  49. P8 PV8
  50.  
  51. 0 left up
  52. 1 right down
  53. 2 up left
  54. 3 down right
  55. 4 C A?
  56. 5 X B?
  57. 6 Select?
  58. 7 Start?
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