My first Pico-8 game is a fact:) For me it's mostly about learning, make errors and correct them again.
1.1 Now with an endscreen after finishing the game. Also updated the title credits.
1.0 Survive 8 levels of jumping, shooting and collecting!
0.8 updates and fixes:
- elevators added
- keys added
- doors added
- keys open corresponding doors now
- rudimentary game over screen added with small music pattern
- Fixed: landing on elevator platforms
- Fixed: player on elevator no longer stutters a single pixel
- Fixed: player is pushed on elevator when bouncing against ceiling
0.6.6 updates and fixes:
- added little in-game music
- better sfx for exit opening
- random diamond coloring
- fixed: when player fell-jumped on enemy, he died again at respawn
0.6.5 updates and fixes:
- bullets hit at least the screen boundaries
- explosion added when baddy is hit
- somewhat better collision detection, not there yet!
- better sfx when baddy is hit
- baddies have different sprites now
0.6.3 updates and fixes:
- Player can fire bullets
- Bullets harm enemies
- stairs are working (aaaalmost!)
- added extra sfx
- some tileset changes
0.6.1 updates and fixed:
- added baddies!
- added better maptiles
- added leap of faith screenshake
- fixed exit collision
- fixed next level transition
- fixed collision detection with diamonds and baddies
0.6 updates and fixes:
- entry warps player to next level
- when falling dead 3 times, back to main menu
- the game now resets all variables for a new game
- one extra level added
0.4.2 updates and fixes:
- main menu added
- reset player lives when back to main menu
- music routine added to main menu
0.4 updates and fixes:
- added lives counter
- update routine from 30 to 60 fps
- level loading is easier now
- code is somewhat tidier now (but long way to go;))
0.3 updates and fixes:
- Diamonds can be drawn in the map editor
- Start position of player can be drawn in the map
- Game keeps track of number of picked up diamonds
- Open portal if all diamonds are picked up
- When player falls to big a distance, he falls to his doom
0.2 updates and fixes:
- Diamonds can now be picked up
- Score header in place
- shadowprint function added
- score is counted after a pickup
- minor tweaks to player movement
0.1.2 - updates and fixes:
- First idea for pickups. Should be diamonds, but they look pretty silly at the moment
- Sprite faces the right direction now.
- Tidied up the maptiles
- first attempt at a score panel
- corrected some tilemap flags
LOL you're right, the grav speed was way too high when reaching the ground.
Big challenge up ahead now, the baddies! I did see another example (Boxface I think it was) which has a good example of treating baddies as objects. Gotta dive into that up next to study.
Tnx for playtesting it some more, much appreciated!
Yeah, it shouldn't be too tempting to jump into the abyss, it'll cost a live;) I'm glad the ladders now almost work as intended, I have yet to discover how I can get the most gameplay out of those. Also, the bullets now fly across the screen through walls, which shouldn't be happening, so that's on the list.
As more levels are added, more dangers are hopefully introduced, in order to have a gradual slope of difficulty. Fingers crossed:)
It's good so far. Every update I have more fun with it. I'm enjoying following along after you. :)
By the way, specific feedback: Your animations are cute, the sounds are rewarding, and the visuals are appealing. Someone here (I forget who... I think it's TRASEVOL_DOG?) might call it "juicy."
I do kinda feel like the collide-with-the-floor is a bit finicky at the ends of platforms though. Feels like I fall though where I expect to land, maybe just by one pixel.
Other than that, it's going good. Kinda feel like you've done this before. :)
As for the feeling I've done this all before, I do program for a living since 1991, that does kinda help;) But in all those years that was Adabas/Natural (mainly mainframes back then), after that Cobol, Visual basic, PHP and lately C##.
I'm however so charmed about Pico-8 and its LUA API implementation, it somehow all just "clicks together" in my head.
Hey! Great job! This is already so much fun and it feels really smooth and good to play.
The splash screen music is so good I actually let it loop a couple of times :)
I'm looking forward to see this game grow with more levels and maybe some new mechanics.
So yeah, great art, great sfx, great movement, great game.
Oh, Cobol. I'm so sorry. ;) Well, maybe after working in it for a while you get used to it, or even grow to love it, but the verbosity of it drove me nuts in the brief time I used it.
Lua is lovely in that respect... a little verbose, where it matters, but otherwise it just lets me write my math, functions, and objects concisely.
Hey dude! Gorgeous looking and sounding game! I'm in love with the smoke effect on enemy death, and my girlfriend can't stop humming your menu music :p
If I could make a suggestion--it's a bit unintuitive that the player keeps jumping for as long as the button is held, especially since falling is so punishing in this game. Maybe change those btn() calls to btnp()?
@scifispirit, thanks for the additional tuts on jumping, appreciated!
@MarcusZaeyen haha, tnx! Sorry to hear you had to listen to a constant humming of the tune;) I'll look into the jump problem. I'll probably go with a boolean tied to a jump button press, which will only go back to false if the player has released the jumpbutton and is no longer juming. That forces the player to actively press the jumpbutton each time he/she wants to jump.
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