ver 0.8 (15244 chars)
Controls: Left, Up, Right, Down to move. A + Direction: interaction without moving.
ver 0.7 (14903 chars)
ver 0.6 (15275 chars)
ver 0.51 (14441 chars)
ver 0.5 (14228 chars)
ver 0.4 (13327 chars)
ver 0.3 (12420 chars)
ver. 0.2 (11575 chars)
ver. 0.1 (6373 chars)
Many thanks to the creators of the most awesome, briliant thing since the wheel :)
Got hooked up on Thursday evening (thanks Rezoner ;)) and this is my work in progress on a clone of a very popular game from Atari / Commodore. Not all core features are implemented yet, but since I'm currently at 6.3k / 15.3k there is still plenty of room :)
There is no restart or menu so if you die, you need to restart the cart (I'll have the menu in 0.2, I promise :)).
I've just submitted version 0.2 of Pebble Crush.
It has a menu with level selection, some fancy transitions and 95% of all core features of Boulder Dash (Magic Wall and Amoeba timers are not in yet).
When you die you have to manualy go back to main menu with "B" button.
There are 8 levels in the game.
Some sounds are still missing.
Almost there :)
Version 0.3 brings animated enemies, Magic Wall and Amoeba. Magic Wall and Amoeba are now properly timed, and Amoeba has a defineable grow limit.
3k chars until I hit the wall, but at the same time, there are still optimizations that can be done in the code.
Everytime I upload a new version, I say to myself: it's time to stop for a while... take a little break... but I CAN'T! It seems that if I cannot stop myself, the 15.3k limit will. I'm currently left with 2k chars.
Version 0.4 brings 2-player mode, minor level changes and totally revamped controls under the hood! I implemented my own "pressed", "held", "released" checks for the keys, as well as queuing the keys the player presses between update frames (that happen every 6th frame of animation). The controls now are as tight as possible, allowing for a much better and precise control.
The next thing I'll try to work on, in smooth elements movement between cells of the grid.
Finally got back to my little game :)
Version 0.6 submitted!
-Added delayed explosions in places where they would collide with the smooth animation system.
-Added animated main character! It now has 6 animations: up / down / left / right movement as well as left / right boulder push (Because I'm low on chars (15274 / 15360) only Player 1 is animated for now :) )
-Remember how I wrote that the controls were as tight as possible? Well... I lied :) There was an annoying issue with using the "Action" button with directions for short, in between frames, presses... Fixed that so the controls are even better now!
Removed code related to language selection (wasn't used in the game - I was planning to enable that later) this gave me a decent amount of chars back.
-second player is now animated as well - changed his pants color while I was at it
-fixed a bug with stones and diamonds falling onto inactive magic wall (wrong state + falling sound played every frame)
-delayed level exit - now you can actually see player exiting the level (might use a little bit of polish)
The game is almost done. Now it just needs more levels, some menu music and maybe automatic transition to main menu when all players die?
This is the last "pre final" / W.I.P. version of the game.
Added automatic game over detection.
Added improved magic wall stones and diamonds transformation animation.
Added sounds to magic wall transformations.
Level settings / requirements are now set with pixels on the border of the level instead of code.
Added menu <-> game transition sfx.
All that is left is main menu music and more levels (and maybe active magic wall sound).
I find it funny how I wrote "almost there" at the ancient 0.3 version :)
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