I have taken my most recent Pico-8 game Kid Bludd, stripped it down to the essentials, and I am releasing it as a kind of Platforming Game Starter Kit.
I removed all logic that isn't game agnostic, so it is hopefully a good starting point for pretty much any platformer.
It's not super complicated, but does a lot of stuff I see many games not doing, which I consider table stakes for a platformer that feel good.
Features the basics:
- Animation System
- Collision Routines
- Camera (w/Shake)
- But also...
This one is very subtle but one of the most important pieces of a platformer. In general the player can only jump if they are on the ground, but this can make the game feel unresponsive when trying to make precision jumps. To give the player some leeway, the game allows jumps for a few frames after the player leaves a platform, and also registers jump presses if they came a few frames before landing.
When you change direction while moving, there is a bit of a slide before moving in the new direction.
Air and Ground Friction
Tunable values for both how much the player slows down while in the air and when touching the ground. This is critical for allowing the player to land on small platforms, while maintaining a good feeling in the air.
Variable Jump Height
Tap to jump a small amount, and hold to jump higher. Again very critical for precision jumps.
Pass Through Floors
Some floors allow the player to jump up through them, but not down. Really important for any levels with verticality, but also fun for horizontal scrollers.
Camera Scrolling Threshold
This cart uses the same camera style as metroid, where the player must leave a small area in the center of the screen before it starts scrolling. This give the player the freedom to make minor movements without causing nauseating camera movements.
|This is a follow up to my original cart: "Micro Platformer - Simple Platforming Engine in 100 Lines of Code". If you are new to programming, I strongly suggest starting with that cart, as it is much simpler to follow!
Short demo showing how to do animations with nothing but palette cycling.
On the right is the actual sprite used, with not palette cycling.
On the left is the resulting animation, when cycling through the palette.
A very primitive example of the amazing techniques seen here: http://www.effectgames.com/demos/canvascycle/?sound=0
Disclaimer: I'm not an artist, so it would be great to see an actual pixel artist do something with this. :)
My 12th one-game-a-month project, and my 4th Pico-8 game.
Loosely inspire by Bubble Bobble, but with a darker, more action-packed twist.
My 11th one-game-a-month project, and my 3rd Pico-8 game. Mostly procedurally generated, with a few sprites for decoration. Main character by Adam Atomic.
Post high-scores below!
- New music and sound by @gruber_music
- Improve rendering to remove glitches (thanks ultrabrite).
- Commented code and removed unused logic.
Simple example showing how to queue tracks to play one after another. For example, you might have some main menu music that you want to seamlessly transition to gameplay music without an awkward pop in rhythm.
Press either action key to queue up another music track to play after the currently playing one finishes.
Wave Race Legend
Hop on Jetski, catch some air, and smash your opponents!
|POST YOUR HIGHSCORES IN THE THREAD BELOW!|
- Left/Right to move
- X/Z/Down (while airborne) to smash opponents
- Real-time wave simulation
- Tight arcade controls
- Endless gameplay
- Combo system
- Dynamic 4 color palette
- 3 new songs by Gruber_Music
Dev Log (expand below)
- New music by Gruber_Music (2 new songs + remaster of original song).
- Proper in-game credits.
- Original Release
- New Logo (Font)
- Palette swap is now tied to score rather than user selected (changes every time difficulty increases).
- Added new Nightmare palette to 5th wave!
- New PocketCHIP friendly controls.
- Short tutorial during first enemy.
- Added cool "floating text" to Press Start screen.
- Remove flashing lights when scoring a point and replacing it with subtle camera shake.
- Add water-splashing particle effects.
- Significantly increased AI difficulty.
- Difficulty ramps up as game progresses (more enemies every 5 points).
- Highscore is now tracked saved.
- Improved background and visuals.
- New audio queuing system (more info: http://www.lexaloffle.com/bbs/?tid=27899).
- Added "Speed-Streak" particle effects.
- Removed debug commands.
- Added ability to cycle color palettes (right arrow on main menu).
- Added music and sfx.
Final version for #GBJAM. Please play and vote here: https://itch.io/jam/gbjam-5/rate/90361!
- New art by @dw817.
- Reduced color palette to 4 colors.
- Improved AI.
More info: http://www.lexaloffle.com/bbs/?tid=27829
Added score, as well as winning and losing. Basic AI in place.
The goal of this cart is to demonstrate a very basic platforming engine in under 100 lines of code (comments don't count), while still maintaining an organized and documented game.
It is not meant to be a demo of doing as much as possible, in as little code as possible (a la demo scene). The 100 line limit is just meant to encourage people that "Hey, you can make a game with very little coding!"
This will hopefully give new users a simple and easy to understand starting point for their own platforming games.
Note: Collision routine is based on Super Mario Bros 2 and M.C. Kids, where we use collision points rather than a box. this has some interesting bugs but if it was good enough for miyamoto, its good enough for me!
Built on a PocketC.H.I.P.!
Time your speed and angle in an attempt to throw a Frisbee as far as possible. Then take control of the receiving player, and position yourself for the catch! If you do manage to catch it, quickly throw it again. Keep going until the Frisbee hits the ground, and see how far you can make it!
An update to the classic "Flying Disc" mini-game from California Games.
Update September 30th, 2016 (version 1.0):
Considering this game done! Moving out of WIP section.
Update September 18th, 2016 (version 0.4):
Full game loop now in place, including infinite levels (no more running off the end) and saving your high score.
Implemented a split screen mechanic (receiving player in one view, and disc in the other) but the limited view for the receiver made the game too hard.
- More level layouts.
- More sprites.
- Music and sound.
- Less Mario :)
- Power-ups (maybe).
- Randomized layouts (maybe).
Update September 13th, 2016 (version 0.3):
Basic game loop now implemented (although it is easy to go beyond the play area and break the game).