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Cart #39497 | 2017-04-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Cart #39486 | 2017-04-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Cart #39464 | 2017-04-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Cart #39148 | 2017-04-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Cart #39146 | 2017-04-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Cart #39083 | 2017-04-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

I have further ideas to add to this game and plenty of space/resources left to do so, but it is 'feature complete' to release as a Cartridge instead of a WIP at this point. Remaining ideas:

  • More options; missile swarm sizes, enemy types to enable/disable, etc
  • Attraction/Arcade Demo mode during the "title card"
  • Improve the 'how to play' panel further
  • More varieties of enemies

This is a 60FPS cart, vaguely based on the '16 gifs' SCHMUP in overall structure but written in a very different style using sub-pixel accuracy (including movement and projectiles) and circle-based collision detection instead of rectangles. The 'drunk missiles' are still using the same basic 'linear movement + circular spiral' pathing, but there's a lot more variety going on with spiral size, etc.

Gameplay is fairly trivial, hold down Z to fire, shoot down missiles and avoid running into them. Like many SCHMUP's only the 'core' of your fighter can be hit. The color shifts from blue -> green -> yellow -> red -> dead, and your projectiles match your current health status color.

X button starts a new game if dead, to avoid having to bring up the Pause menu every time, and if anyone has any further suggestions I'm open to hear them!

V1.1 adds:

  • Persistent high-score
  • Basic 'manual' panel
  • Initial 'options' screen allowing you to disable the starfield if you find it too distracting
  • Much improved collision detection

V1.2 is mostly bug fixes

  • Converted from 'integer sub-pixel' to using the 16:16 fixed-point math PICO-8 already supports
  • Fixed the 'hold down for an easier game' exploit by blocking movement inputs instead of only capping position

V1.3 adds music and sound

  • Better 'death' explosion
  • A simple projectile firing sound tuned to not be annoying to have running near-constantly
  • A per-hit 'splat' as your shield weakens
  • A longer and randomly generated 'explosion' noise when you die

V1.4 is mostly polish and overhaul

  • Difficulty is raised as a result of more even screen coverage by missile swarms
  • Credits panel added to 'attract' mode
  • Code has been organized better

V1.5 is final polish and the last release in the "1.x" line

  • Minimized the music, it was overly verbose and could be reduced to half as many patterns used
  • A few minor individual-pixel touchups on the title graphic
P#39086 2017-04-04 17:23 ( Edited 2017-04-10 14:54)

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