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Cart [#44537#] | Code | 2017-09-24 | License: CC4-BY-NC-SA | Embed
2
Cleaning up my attempt at the "Shooter in Pico-8" tutorial. Now has a title screen that alternates between a few attract screens before returning to menu, And much smoother ship movement and firing.. Perhaps TOO smooth. I seem to shoot like.. A bajillion bullets per keypress. XD

The music is crappy, But it's just placeholder stuff till I can write or make something better.

If anyone has an idea how I can trim down the bullets/Firing SFX to a more believable rate of fire, I'm all ears!

P#44539 2017-09-24 11:45 ( Edited 2017-09-29 01:52)

:: DR4IG
  • Enemy routines are in there, But I'm working on some of the ideas outlined in the code's comments on paper before I re-write that part from the code snippets I left on the Pico-8 shooter thread.
P#44540 2017-09-24 11:57 ( Edited 2017-09-24 15:57)

looks good! just try btnp() for shooting, that should do the trick.

P#44542 2017-09-24 12:16 ( Edited 2017-09-24 16:16)
:: DR4IG

Derp! I knew I forgot something. X3

I'll get used to the differences between btnp and btn eventually. Thanks for that.

V0.37b! Now with better ROF and snazzier title background!

Cart [#44546#] | Code | 2017-09-24 | License: CC4-BY-NC-SA | Embed

P#44543 2017-09-24 12:25 ( Edited 2017-09-24 16:31)
:: MrFen

Gasp

P#44547 2017-09-24 12:31 ( Edited 2017-09-24 16:31)
:: DR4IG
1

Annnnd v0.45b!

The simple enemy and scoring is back for now, As is a final score and game over screen.

There might be some leftover explosions on restarting after death, But I can worry about that later.. At least now it's playable to a degree. :D

Cart [#44553#] | Code | 2017-09-24 | License: CC4-BY-NC-SA | Embed
1

P#44554 2017-09-24 14:18 ( Edited 2017-09-24 18:18)

need some acceleration on your ship :D

P#44562 2017-09-24 15:24 ( Edited 2017-09-24 19:24)
:: DR4IG

@codyloyd: That's what player.sp is for, And speed capsules later.

P#44563 2017-09-24 15:27 ( Edited 2017-09-24 19:27)
:: DR4IG

Now with harder enemies and the beginnings of transitional "Zones" with accompanying SFX and star shifts. My "Warp" effect seems flat.. Going to jazz that up later.

Each time you loop around from "Deep Space" to "Approach" to "Objective" and back to "Deep Space" again, Level increases meaning faster enemies, More of them, And more needed to be destroyed before the next zone shift.

Cart [#44580#] | Code | 2017-09-25 | License: CC4-BY-NC-SA | Embed

EDIT: Now going to work on the "UFO" enemy that drops the capsules, And try to work out the beam avoiding/Bullet corridor bits that will make up most of the "Approach" section. And also add those camera shakes I keep forgetting to add.

P#44581 2017-09-24 22:44 ( Edited 2017-09-25 03:16)

Drrrriiiiiiii Drrriiiiii Driiiiiiii :) Kidding - good start ;)

P#44600 2017-09-25 14:16 ( Edited 2017-09-25 18:16)
:: DR4IG

Cart [#44735#] | Code | 2017-09-29 | No License | Embed

More varied enemies and movement (Better movement routines to come later!) sneaky UFOs!

Removed that irritating main game music. XD

P#44736 2017-09-28 21:52 ( Edited 2017-09-29 01:52)

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