My 11th one-game-a-month project, and my 3rd Pico-8 game. Mostly procedurally generated, with a few sprites for decoration. Main character by Adam Atomic.
Post high-scores below!
- New music and sound by @gruber_music
- Improve rendering to remove glitches (thanks ultrabrite).
- Commented code and removed unused logic.
very nice game! can't seem to do better than 967 after numerous tries :-P
i was annoyed by the graphical glitches so I took a look (hope you don't mind):
basically I ended up stealing your 'todo'. (sorry)
for i=1,#path-1 do p1=path[i] p2=path[i+1] --debug center local l=mkline( p1,p1, p2,p2) --avoid paralax if l.a.y>mtoy(50)then l:draw(1) elseif l.a.y<=mtoy(50) and l.b.y>=mtoy(50) then local l=mkline( p1-p1,p1, p2,p2) l:draw(1) local l=mkline( p1+p1,p1, p2,p2) l:draw(1) end --left local l=mkline( p1-p1,p1, p2-p2,p2) local x,dx = l.a.x, (l.b.x-l.a.x)/(l.b.y-l.a.y) for y=l.a.y,l.b.y do rectfill(x,y, 0,y, 1) x+=dx end l:draw(13) --right local l=mkline( p1+p1,p1, p2+p2,p2) local x,dx = l.a.x, (l.b.x-l.a.x)/(l.b.y-l.a.y) for y=l.a.y,l.b.y do rectfill(x,y, 127,y, 1) x+=dx end l:draw(13) end
for some reason line() behaves weirdly inside draw(), no idea why. flr()s wouldn't fix it.
came up with this, seems to work better (same thing as above, actually):
draw=function(l,col) --[[ for i=0,2 do line(l.a.x+i,l.a.y,l.b.x,l.b.y,col) end --]] ---[[ local a,b=l.a,l.b local ly = b.y-a.y local x,dx = a.x, (b.x-a.x)/ly local bx,bdx = 1, 1/ly for y=a.y,b.y do rectfill(x-bx,y, x+bx,y, col) x+=dx bx-=bdx end --]] end,
edit: indeed there's a problem with clipped line()s:
and that's the sole reason for all the glitches.
Offler: Did not know about that, thanks!
Vectorguy: Haven't played *that" Pitfall, but it sounds like a great game :D
Ultrabrite: That's great, thanks! I'll try to find some time to go back and see how it looks with you changes! I actually came to like the glitchy look by the end, but maybe I just convinced myself that so I didn't have to do the work to fix it :)
Glad to hear no-one is finding it too easy :) By the end it was becoming a little easy for me, and I considered adding another speed after 1000 meters.
Haven't played *that" Pitfall, but it sounds like a great game :D
Ah, so it was just a coincidence then. But there's several "down" games with this same theme though all over the place.
Yeah, the original game was cool, but I think you had three lives or something, plus you could move your ship up and down as well. Here you've just got left and right, although the original didn't have the speedup that this one does.
Nice! Simple, but it's now one of my favorites.
I like the attention to detail like the reflections off the walls. Nicely done.
(And yes, it does remind me of the old Pitfall.exe. I thought I was the only person who remembered that game, but I see Archive.org has a copy, because of course they do. As fun as that game was. This game is way better.)
This is awesome! :D
I started making a similar game using Flixel a few years ago (planned to have mine shaft branching, level editor, parachute onto target at bottom, etc.) - but I never finished it coz it didn't feel "fun"... this one definitely does!
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