Any coders interested in making a Pico version of Joust, the classic Atari arcade game?
If there's any interest I can start on a cartridge with the graphic and sound assets. I just don't have enough knowhow yet to code everything and would like to learn.
I'd love too, but I hate to say yes because if I can't finish it I'd hate to waste your time. I am relatively new at game coding. I'd say I have dabbled in it as a hobby for a few years, and have cloned asteroids and that type of top down player controlled game a handful of times. Joust just adds gravity right. A new force applied to the object. I think cloning games is a great way to learn.
If you want to work together and learn some coding too, I'd say lets talk. I've written lua code to make some games for android and just picked up Pico-8 about a month ago and fell in love with it. Most everything I've learned so far about game development has been from reading and sadly I have never taken to a community. Yet. Always wanted to get into a jam environment, and currently I moved to the pacific northwest to see if I could make that happen.
So yeah I am interested. Just no result oriented thinking.
Yeah no problem, this is all for practice anyway. The main difficulty I think would be making AI birds but we can leave that until the end or just leave it 2 players.
Up to you how to approach the code though. As for basic movement and gravityl you could probably borrow some physics from any flappy bird clone and add left/right. Later adding the landed/running movement when on the ground.
btw @Rahrahrah by any chance are you in Vancouver?
I am in Olympia WA. Missed a retro thing in Portland in the last month or so, I think Ennuigi and josh m was there. If i'd have known that I may have gone. @eatmorechees Are you Vancouver Wa, or B.C.?
I am going to be messing around with some code for joust this weekend. Prolly going to play some joust too, source materials and all.. Just going to use squares and rects for prototyping and not going to worry about animation frames or anything. I don't think the controls and collisions are going to be too hard. The flap feel and bounce of it is going to be the hardest part. Finding those right numbers.
USE BUTTONS!!!!: Try the version a few posts down.
I took a go at it too. There are tons of things I want to do with it yet. I am going to keep messing with it this weekend. This was really just scabbing together a few ideas to see if it'd work.
I have never had a clean work area or a clean piece of paper, until whatever it was I was working on is done. The code reflects this. So, when I get things working, and figured out, I'll do my best to clean everything up and put things in tables and name things appropriately. Until then, its paint on paint on paint on whiteout on paint on paint. I just want to see the ideas working. Not the best at planning out the code execution yet.
Okay. You can send those assets to darjeelingmaus @ gmail. Cool.
I played some joust and realized that the ostrich doesn't slow down on the ground. But it might be a cool game mechanic. I dunno. Still going to play with it some more. Remake, and re-imagine.
Its not pretty behind the curtain, but I've been learning tons as I do it. There are plenty of issues I keep seeing and have to come up with ways to handle them. I have a notebook on hand to keep track and keep in order.
Where it is pretty is right in plain view. Nice pixels EatMoreCheese. I hope I can do justice to them. Gotta animate that fire for ya. Not to mention the music and sounds. I'll put those in the next time I do some more hacking on this baby.
Well, I made a competent version of Joust for the Gamebuino (a nice console powered by Arduino), and I still have the code (It's called Strike Down).
If you can read Arduino code, this may help you out.
On my spare time though, I'll take a look at your code, this seems great!
Cool. Thanks. I saw the post when I was out and about today and now that I am home I am checking the link out. I will defs get some knowledge out of it. I was thinking about player states during my drive today and had a few a-ha moments of how to handle them. Better.
This exercise for myself really has me realizing that design docs and that ilk needs either to be old hat or well thought out. In my case, well thought out because I don't have the 'I did this before, no big' going into it.
I attempted to do LD37 this past weekend and really got comfortable with Lua tables and handling them, didn't come close to finishing it, but it did result in me having started to sift through what I have for the joustlike code and make suggestions on paper for myself how I'd like to handle some of the 'objects.'
Is it always write code, clean code, write more code, stuff more in, clean code, rinse and repeat?? And is there a point after enough hours of game programming that the clean code part gets smaller and easier??
I am still having tons of fun doing this, but feel all scrambly in my execution. Also, I am leaning heavily on the 'as long as it works and looks good' philosophy for what would be one of the few finished projects I have done. I'll worry about efficiency and that afterwards and from next project to next project. Hoping that it works itself in as long as I am aware of it.
Now, my code was made a year ago, when my coding skills were pretty bad. However, I think it would be good to adapt.
For example, I didn't use an object system that could make enemies on the fly. It was just 3 enemies that was used when needed ("Oh, we need an enemy? Come on, enemy3").
I'd like to help more, but we'll see.
Wow. I'm just over in Redmond, WA; and... this wouldn't be because you're another Killer Queen player, is it? I saw the Portland/Retro thing, and well... just call it a hunch. :)
EDIT: Not really liking the "up" to flap thing. Maybe "up" or X-glyph? This from both a KQ and Joust player standpoint.
Added death animation for player one.
Is there a way to post a new version (with a new name stating version) without cluttering up the list in splore??
Old post stuff, that doesn't totally matter much anymore. But feel free to read it.
Now with three buzzards!
This is as far as I've gotten. I have a lot more work to do on it. Levels, mebbe a platform or two, a few animations more, eggs, sound, music, a more varied AI, a non-zombie bird behavior (right now it always hunts you down; funny how memory works. I thought the buzzards always were on the hunt), proper states, etc. Clean my code, object'ify it where it works out to, proper loops, smarter conditional implementations where I can. This is totally a learning experiment and a learn good discipline experiment.
I just wanted to share this much so far with everyone, since I like this community. It is playable. Not much of a 'game' in there. But you can see it budding up in there if you imagine it. Hovering over the spawn point isn't a strategy; it isn't a game. Enjoy.
-Added score multiplier
-Added a credits card! (and a pun)
-Tweaked a few graphics
I wanted to work on my studies, but the temptation was too great.
I'll let RahRahRah mess with the eggs, and I'll work on AI.
v2 original post:
-AI is changed to be like the original
-Wall bumping noise
-Enemy spawning code handled differently
--Note to RahRahRah: The original way you had it setup was that there were 3 enemy actors that swapped around where they were needed. Now, I've changed it so that it creates and destroys enemies when needed. This allows us to create the next change.
-Waves added (I need to make them ramp up in difficulty in the future, for now it just adds more enemies per wave)
-Moved around the HUD and map a bit to look better
v1 original post:
I thought I'd help out a bit.
Technical list of changes:
-Logo is now drawn from spritesheet
-The rainbow bars move
-Added a death timer
-Added a high score that saves!
-Implemented the music (It's catchy)
I wanted add several stages, but I didn't know if you wanted it or not. Plus, it was kinda confusing.
I say go for it. I am doing what I can, and get a little further everytime. I really have to overhaul the whole code. Some bits I think were a great way to handle situations that I just glued more on to. Instead of cleaning it up, I think a re write is the best for me. If you want to hack anything in, go for it. If you need to rip pieces out and re write some logic go for it. This is the PICO-8 community, a collaborated thread, and coming from some guys that just want to make games.
I really really want to add a patrol state for the enemies and an egg on dismounting the rider. That is my next focus, that egg and patrol states, oh and I guess a death animation.
Hey bro nice update! Your did a great job with the AI. And I just noticed the J8UST, hehe cool title.
Like @Rahrahrah said this is all CC license so feel free to remix and contribute however you like. I hope we can get some egg stuff happening...
Let me know if I can contribute anything :D
I like it. I am really happy to see that you made the active player completely recognizable now. I tried various colors but you nailed it. I am going to spend some time in the code again. I am in the middle of a move and starting a new job so this is a great distraction. Heheheh. Looking forward to digging in to the code.
I don't know if you've gotten around to the egg stuff yet, but I am going to give it a go. I figure when a rider hatches and then gets picked up the hunt AI can drop in then. It'll add difficulty to it then due to player action, not just as a function of time played.
I really want to place in some score notifiers too.
Sidenote: Next update let's get EatMoreCheese's credit in there for the sprites and music. He made all of it except for the title and I only put in like two sounds.
When I have a go at it, I'll be sure to add a small credits screen before the game (kinda like how movies do, ya know?). But, right now I have to focus on my studies, as the school semester is almost over.
I recommend this link in order to collect data for Joust mechanics:
StrategyWiki - Joust
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