In the process of creating scenery elements, in this case clouds, for a WIP Pico-8 game. I wanted to build a process that could be called at any point in the game and place a unique element within the scene. It quickly became evident that the concept of a reusable function could back fire on my idea of a programable design. This led me to the question: at what point does the processing of parameters and customization of new objects created in a prototype, out weigh a simple tween?
The original concept of unique clouds was scaled back, the weight and token usage didn’t warrant the features that were available for the potential number of times the function would be called.
In this code walkthrough, I’m illustrating how to implement clouds through a window in a section of the screen. With a few minor adjustments, the script could be modified to work full width or the speed adjusted.