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Cart #23752 | 2016-06-27 | Code ▽ | Embed ▽ | No License
43

EDIT: fixed bug and added title screen
old version:

Cart #23572 | 2016-06-24 | Code ▽ | Embed ▽ | No License
43

recommended soundtrack

This is a shabby prototype of a combat system.
I suppose the main influences are Ocarina of Time and Golden Sun.
Maybe the over-the-shoulder perspective is heresy on a platform like this, I was thinking it's a bit like pokemon though.
I think the most interesting feature is the way your mobility is limited. your position is locked to north/south/east/west and you can move between a near/far plane, like this:

I didn't really explore this mechanic that much, but I think it could be really fun.

features:

  • narcoleptic skeleton with exploding legs
  • 'mode 7' floor rendering
  • buggy 2D particle effects
  • rad glowing pentagram with authentic frame-rate drops

how to beat the guy:

  • keep your distance from the skeleton or he will bite you, unless he is asleep
  • the bat attack and the skull attack can be dodged by dashing left or right with good timing
  • for the earthquake attack you must counterattack, it will put him straight to sleep
  • Once he is asleep you can hack his legs off, after that he is helpless
  • there is a jump attack as well, but it's not much use in this fight

I originally planned to make it a survival/adventure thing with player progression and backtracking and all sorts of cool stuff, but I ran out of tokens just on this! Including polygons and particle effects was definitely a mistake, I might remove all of that and carry on with it in the future.
The gameplay was supposed to revolve around the idea that each monster would need a special strategy to beat it, and you'd have to look it up in the instruction book.
There's a pretty hefty 'engine' behind it as well. I'm sort-of happy with it, but I'm still looking for ways to cut it down and looking for a better way to sequence things.

tumblr.com/blog/chocolateoutline

P#23573 2016-06-24 19:22 ( Edited 2016-07-03 11:54)

One of the coolest things I've seen so far on Pico-8, love it :)

P#23665 2016-06-26 08:39 ( Edited 2016-06-26 12:39)

wow that's so cool!!

P#23666 2016-06-26 09:10 ( Edited 2016-06-26 13:10)

this is amazing ^O^

P#23671 2016-06-26 12:40 ( Edited 2016-06-26 16:40)

W O W

P#23672 2016-06-26 12:55 ( Edited 2016-06-26 16:55)

Any chances to make a full game out of it, if you use multiple cartridges? You could at least move data creation into a serialized binary and maybe do some abstraction to the code, which is triggered from there? If you're in need, I have a toolkit called PicoBuild - it is mostly complete, but lacks some import functionality for sound at the moment. I use it for my RPG Tower of Rhavenna, which spans over at least three cartridges.

P#23674 2016-06-26 13:07 ( Edited 2016-06-26 17:07)

Yep. This is the best Pico-8 thing I've seen with my own two eyes. Incredible work.

P#23679 2016-06-26 13:49 ( Edited 2016-06-26 17:49)

@SunSailor I did think about multiple cartridges, I feel like if I crossed that line though the project would be never ending. That's one of the things I love about Pico-8, you learn about adapting to a limited scope.

P#23689 2016-06-26 16:26 ( Edited 2016-06-26 20:26)

Or you learn to overcome the limits, that's what I did with Tower of Rhavenna ;). And believe me, the token limit still hurst (8100 tokens at this moment), but it is a cool challange to bend the limit.

P#23690 2016-06-26 16:34 ( Edited 2016-06-26 20:34)

Nice, though I did run across this crash:

P#23693 2016-06-26 17:05 ( Edited 2016-06-26 21:05)

Really love the smooth moving way!

P#23728 2016-06-27 01:29 ( Edited 2016-06-27 05:29)

Got the same error as Siapren :)

P#23737 2016-06-27 07:17 ( Edited 2016-06-27 11:17)

Woah the movement is cool, awesome work Jeff!

P#24404 2016-07-03 07:54 ( Edited 2016-07-03 11:54)

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