You're a ghost who has taken it upon yourself to keep love alive at the infamous Hotel Heartbreak. Move love from floor to floor using the crank before time runs out and heartbreak consumes the hotel's guests forever.
Using the crank, you can now move the elevator from floor to floor. It took me a bit to figure out how to show the elevator cables only on the shaft tiles above the elevator. Knowing the position of the elevator, I emit an event when the floor changes and handle the event on the shaft and shaft line sprites. Both sprites look at the current elevator level and swap with each other when event.y is above or below the expected floor Y.
Got the basic gameplay working. Added an indicator to the elevator when the ghost is holding a heart to be delivered. Management of heart tiles is still a bit messy script wise, but it's not too bad. Quickly hacked out font's digits to display current score. Spent more time than I should have on animations and misc. hotel graphics. Now to just finish up the timer UI. I may just squeak this in at the 11th hour...
It took me a while to figure out the controls were crank plus d-pad right.
Also, I got a crash when the power bar runs to zero (not sure if Pulp itself or your Pulp script)
loaded pdz in 1ms
caching bitmaps...
using frames.pdt
using pipe.pdt
using chars.pdt
main.lua:2950: attempt to get length of a nil value (upvalue 'deferred')
stack traceback:
main.lua:2950: in upvalue 'update'
main.lua:3242: in function <main.lua:3236>
Yeah thinking about quickly adding tiny help graphics to bottom left. Will let me remove the weird instructional dialog at start of game.
The crash is known but I have no idea how to fix it yet. Few others seeing same crash in there game. Sounds like there may be a few ideas. I’ll try to fix today. Works perfectly in Pulp simulator…