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Cart #53636 | 2018-06-18 | Code ▽ | Embed ▽ | No License
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Cart #53533 | 2018-06-14 | Code ▽ | Embed ▽ | No License
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Cart #53531 | 2018-06-14 | Code ▽ | Embed ▽ | No License
14

Calling it done :D

Working on a futuristic imagining of Joust as my first PICO-8 project :P

-Controls-

  • "O" to recharge lance (when it breaks)
  • "X" to ready/put away lance
  • Arrow keys to move

-Version 1.0.0- Latest

  • Added a small bit of polish to Game Over screen
  • Added Instructions screen

-Version 0.7.0-

-Version 0.6.0-

  • Updated map
  • Arena Hazards
  • Scoring and Game Over
  • Added health
  • Adjusted UI
  • Fixed collision bug
  • Sorry for the fast update
  • Fixed memory issue
  • Fixed support for spawn positions and animations
  • Added spawn positions and animated tiles to map
  • Increased version number
  • Title screen w/ transitions
  • Chained Enemy spawning
  • Support for map-defined spawn points and animated tiles (untested)
  • Screen shake
  • Particles
  • Radar
  • Decoupled AI
  • Lance "breaks" when colliding with obstacles
  • Recharge Lance with Z (and then ready/put away as usual)
  • Move with arrow keys
  • Ready/put away lance with X
  • Collision response with map obstacles
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I like where this is going.


I missed the initial release - keep up the work!


Soooooo, because of the current fixed spawn locations, I found that the particles can slam the memory pretty hard :P

I should probably fix that >.>


The only real bit remaining before polish is to make some music and sound effects :)

And maaaaybe an update to the AI...maybe ;P


Neat! I am "areana hazard", not sure how I should take it :)


This is really great. Would love to see it on a bigger screen. Maybe you can shrink the graphics to half size for pico8?


Arena Hazard is 7 enemies destroyed I think? ;P

And I probably won't shrink the graphics down, if only because I'm doing map-based collision, and the bikes are already about as small as I can make them and maintain the aesthetic.

I might change up the radar to be more diegetic tho. And possibly swap out the manual Lance recharge with a boost mechanic. Right now, the red enemies feel kinda unfair when you're below them :shrug:


I am calling this one complete :3

This legitimately makes my first completed hobby gamedev project since I started programming 18 years ago XD


Really cool game. Lightsaber-Lances! Lightlances? What are those things anyway? :-P


After figuring out the trick I went from "cannon fodder" to "godling" rank immediately.

Unlike the original Joust game you can just stay exactly at the ceiling height forever, which is the most advantageous position. The only reason to move is because the AI gets stuck :)



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