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Cart [#18327#] | Copy | Code | 2016-01-16 | Link
8

Oh no you've been thrown in the dungeon and have to escape!

Controls:
Direction Keys to move
Z to open a door you're facing, if you have a key.

Changelog:

v0.3 updated to latest version of Pico-8, added title screen, expanded map, sfx for doors and keys - 899/8192
v0.2 minor bugfixes, expanded map - 912/8192
v0.1 initial upload - 875/8192

Known Issues:

  • The sound when trying to open a door without an appropriate key loops as long as you hold down the Z key
    (I may not even have to worry about this when I change door opening to be contact based)

To do:

  • Enemies
  • Some ability to stun or remove enemies?
  • Track Player Health?
  • Save points?
  • Score/Gold?
  • UI, perhaps use the X key to show an inventory?
  • Bump into doors to open them instead of using a keypress
  • Level design
  • Sound fx?
  • M-music???

Old versions:

Cart [#18305#] | Copy | Code | 2016-01-14 | Link
8
Cart [#18309#] | Copy | Code | 2016-01-14 | Link
8

retro adventure
P#18306 2016-01-14 19:24 ( Edited 2018-01-13 21:02)

::

The graphics are kinda neat

P#18307 2016-01-14 19:39

::

Thanks.

On one hand I really like the aesthetics of the graphics on the ZX Spectrum or the MSX, but on the other it's a convenient excuse for placeholder art while I work on actual gameplay elements.

The player was using a four color (3+transparent) NES-style look for a while, which I may go back to since making important elements pop is better for readability.

P#18308 2016-01-14 19:50

::

Updated to v0.2

A friend complained about not being able to reach an exit, so I made a path to the castle door. I also gave the player some colors, fixed collecting keys using all of the player's width and squashed a bug where if you fell onto a key from a long fall you'd clearly collect it before visually landing on it.

P#18310 2016-01-14 21:23 ( Edited 2016-01-14 21:23)

::

I really enjoyed this! Made it to the front door but couldn't find the key to get out =(

I like the art style as is, but I noticed the black pixels on the player sprite are see-through, you can get around this by using palt when drawing the player and picking a different unused colour for the background.

P#18315 2016-01-15 05:08

:: Suggestions

  • Automatic Doors could be done by checking collision with the door.
function collision(player,door)
  if(key > 0)then
     key -= 1
     --open door
     --move in direction of door
     --play "open" sound
  else
    --play "bump" sound
  end
end
  • Items could be used with Z.
    • Ideas:
    • Daze Spell
    • Flying Feather (for jumping?)
  • Saving can either be done with Passwords OR PICO-8's Save Feature. I recommend both, since I don't think saving is usable yet on the web player.

Great job so far! Reminds me of Magical Puzzle Popil.

P#18317 2016-01-15 10:08 ( Edited 2016-01-15 10:20)

::

Love the spectrum look!

P#18318 2016-01-15 11:16

::

Impbox: That's completely intentional. It's the same as old games on the systems I mentioned where they get around the limit of not having very many colors in the same way.

Skyrunner: Whoa, I admit my GameGear knowledge is pretty lacking, but that game looks too cute. I love it. As for doors, my collision code needs a bit of reworking before I can get it to work that easily. Everything on my to-do list has a plan for implementation, most of the question marks is due to not even knowing if I want to do it, or in the terms of music or sound effects, something I'm not well versed in.

As for jumping, I'm considering how and if I want to do it. On one hand I do like the implication of having to puzzle out how to access areas without a jump, but I might end up adding in something simple to clear a horizontal gap. We'll see.

Right now I'm working on adding enemies. Coming up with tricks to fit in animations with such a small allotment of space is interesting. Right now I've got a pair of heads and bodies I can swap to make four different enemy designs using only 12 tiles! The player character for reference takes up ten at the moment for reference.

Honestly I don't know how I'm going to fit in anything resembling a title screen as I've used over 50% of the available graphics tiles and

I was thinking of maybe using the built in tile map to hold a compressed version of the map in order to fit the same sized play area and free up the shared space for more tiles so I can use the extra tiles for more fancy things. It really depends on how much code the enemies end up bloating things.

P#18319 2016-01-15 15:25

::

New version is up. Enemies aren't done yet, they have graphics, but since the code wasn't getting finished tonight you'll only seem them if you peek into the code. I did get a title screen working, did some graphics for that. Finishing that means that a Game Over and You Win state are ready as well for when they're needed.

I also added some sfx for picking up keys, using them and trying to open a door without any keys.

P#18328 2016-01-16 02:19

::

Really nice! got to the door but couldn't get out.

P#48146 2018-01-13 18:56

::

This is cool, reminds me of Terry Cavanagh's 'You Have To Win The Game'. I love games that reuse screens more than once like this, foreshadowing of later puzzles etc. Good job.

P#48147 2018-01-13 21:02

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