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Cart [#24636#] | Copy | Code | 2016-07-05 | Link
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Design, coding: @AshleyPringle
Music: @Pizzamakesgames
Thanks to @XenoNS and @TRASEVOL_DOG for their invaluable help with playtesting!

Cart [#18664#] | Copy | Code | 2016-02-05 | Link
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Cart [#14978#] | Copy | Code | 2015-10-04 | Link
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tiny parkour
P#14979 2015-10-04 21:40

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This seems really cool and I'm terrible at it. :)

P#14986 2015-10-04 23:39

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yeah, very cool! but perhaps too hard, i made it to the first staircase =)

P#14987 2015-10-04 23:56

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When I made it to the central-ish structure where I could go 'behind' the raised structures, I was like YESSSS. Very neat. Maybe some checkpoints would be good?

P#14988 2015-10-05 00:46

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I like the idea, even if its hard. The tricky visual doesnt make it easy to see where you can go, so checkpoints would make trial and error less frustrating.

P#14995 2015-10-05 05:14

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Great! But too difficult.

P#14997 2015-10-05 05:35

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This is a sweet idea, but there isn't an objective, sadly.

I'd say to scale the gameplay about 2x, then it would probably be a little easier.
If you don't want to scale it, though, that's fine ;)

P#15001 2015-10-05 07:38

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Oh wow, thanks for the comments everyone!

I definitely plan on putting gin checkpoints, once I am finished the level design. It is going to be a very dense level with a lot of options for creative routes and whatnot.

It is going to be a very difficult game, but the checkpoints will make it less frustrating.

Thanks for all the feedback! It is very helpful!

P#15004 2015-10-05 10:45

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I love it! It's so tiny and cute! squee Perhaps making different heights be different colors would be helpful though, it can be a bit hard to tell if two platforms are on the same level. Also, there's a tiny bug where it will make the death sound even when you don't die.

EDIT: It'd also be awesome if you could rotate the view by 90º like how Crates 3D does it: http://www.ticalc.org/archives/files/fileinfo/214/21464.html

P#15008 2015-10-05 13:58

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This is really cool, really nice idea. I agree that you need some way to tell what things are higher/lower. At the moment it can be hard to tell if you need to jump sideways or up.

That and an actual goal maybe? :)

P#15012 2015-10-05 16:57

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Thanks for all the suggestions everyone! They have been very helpful.

I am fine tuning the terrain to avoid (most) of the confusion about the height and position of platforms. I've also fine tuned the controls a lot, so it is not as easy to go flying off edges and whatnot.

There will definitely be checkpoints and an objective implemented once the map design is done, which is coming along very well I think!

I'll upload a new build when the checkpoints are implemented.

Thanks again!

P#15255 2015-10-11 01:31

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Updated to version 1.0 :)

P#18665 2016-02-05 20:51

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Why'd you slow down moving? It makes the game feel sluggish. Otherwise, awesome!

P#18667 2016-02-05 21:07

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Jeez, man, this is pretty hard now!
Good aesthetics, though.

P#18672 2016-02-06 10:47

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it is kind of hard to aim the landing but it is a good game! I think I got used to the easy parkour in Assassin's Creed.

P#18715 2016-02-07 18:46

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I couldn't beat it, but it was a lot of fun jumping around!

P#18783 2016-02-12 12:46

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I'm kinda confused...
Do I have to own PICO-8 to play these?
If that's the case I've gotta wait for a little bit.

P#18845 2016-02-15 21:34

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FoobyDude: Nope, you can play them right on the web. If you click the big PLAY button, a pico-8 webplayer will pop open right on the page, and you can play it there. You only need to own PICO-8 if you want to make your own or run it offline.

P#18851 2016-02-16 09:57

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Must not work on Firefox then.

P#18907 2016-02-21 15:58

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Yeah thats it

P#18910 2016-02-21 16:12

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I like this game, but my main peeve with it is how your character can exist on sub-pixel coordinate values but is (obviously) always displayed rounded to the nearest pixel. How close am I to the edge? Do I need to be a fraction of a pixel closer to make this jump? How do you guage such a thing?

If I may suggest a solution, you ought to have the player gravitate towards the center of the pixel they're on if they stand still for X amount of time without pushing a direction.

P#24641 2016-07-05 14:17

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Thanks for the feedback Connorses! You're partially right, it does work on fractional numbers, but only when you're holding the jump button. Moving without the jump button is done in whole numbers on a timer. As soon as you stop moving the timer resets and your x y position is rounded down to whole numbers.

I think the feeling of sub-pixel movement is two things:
1) Pico8 only has a floor function, no round function, so when you're not moving your position is rounded down no matter what. At some point I may see if I can change this.
2) The timer uses a modulo, which can be off by a frame depending on what the timer is at when you press a movement button. This one is a bit harder to fix, but I may do it at some point.

Thanks again!

P#25049 2016-07-10 14:17

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not sure if that helps here, but flr(x+0.5) will round you to the nearest integer.

P#25051 2016-07-10 14:50

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Ah, good call! Clever, I hadn't thought of that for some reason haha

P#25069 2016-07-10 22:52

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This is a great idea I'd love to see where you go with it. As others have mentioned, it is very hard but I'm ok with that. I agree that checkpoints or pickups would help it feel more rewarding even when you do fail. Excellent work so far!

P#25079 2016-07-11 00:35

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I honestly don't understand why basic stuff like this isn't built in:

function cei(x) return flr(x+0x.ffff)
function rou(x) return flr(x+.5)

I get having a limited API, but it's just makework to leave those out, especially when they could be intrinsics that don't incur call overhead.

P#25115 2016-07-11 19:13

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I'm glad this isn't just a one-screen game after all. You got my approval at those moving floors, this is really nice. :3

P#25128 2016-07-11 22:44

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Thanks for the comments everyone! Good to see people enjoying it :)

Felice, I also find it a bit odd that there's no ceil function, especially since lua has math.ceil! Although I'm sure there is a good reason why zep left it out.

P#26697 2016-08-09 10:38

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Isn't ceil just flr+1?

It looks to me like we get given just enough to get by, no more no less :)

The game is really hard, but rewarding to complete. Very easy to slip off a ledge.

P#26720 2016-08-10 03:06

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@springogeek: nope. for instance, ceil(42)->42
hence the use of 0x.ffff, biggest number < 1.0

P#26722 2016-08-10 03:23

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Oh true, I'd forgotten the whole number case. Even so, my point stands.

P#26725 2016-08-10 06:03

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if your point is that those functions are not needed anyway, you just proved yourself wrong. had you needed a ceil(), you were wrongly going for flr+1. arnodick needed a round() but got stuck on the floor(). those functions are -very- basic, but not that easy or fun to write by yourself. more so if you're a beginner.
now if you're really into api minimalism, cos(x) is just sin(x+.25), flr is just band(x,0xffff).
bottom line, floor,ceil,round, like cos,sin,atan2, should always come in a bundle.
also, tokens ;)

P#26728 2016-08-10 09:18

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My point wasn't that they aren't needed, because people obviously do need them, but that we could get by without them if we had to, which is in line with the principles behind PICO's API design, from my observation.

Using up additional tokens does suck however.

P#26760 2016-08-11 04:54

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