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So, this is the first thing I've done in PICO-8, and part one of four of my undergraduate capstone project which I'm calling Picohistory. It's a series of very old games remade in PICO-8, with various tweaks. In this case, Pong with full 2D movement, and your horizontal position affects the ball speed.

Uses some engine code from eevee's Under Construction. I know it's not a good fit here, but I was coming into this pretty much clueless and well behind-schedule due to personal and bureaucratic issues.

Official project landing page is https://qwertystop.github.io/gamedev/picohistory/ ; official feedback form for the games in the project is https://goo.gl/forms/S9iV9UQGe6da58Bv2 . I'm thinking this one is pretty stable, but it's still got room to change if critique/playtesting points that way.

Cart #49864 | 2018-03-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

P#49867 2018-03-02 10:46 ( Edited 2018-03-05 23:17)

A few notes:

  • Don't use horizontal position to change ball speed. Take out your rel_x stuff and just add paddle.vel.x instead. Far more intuitive for the player, since it's the equivalent of swatting the ball.

  • Probably shouldn't paddles to leave their side of the court.

  • I think you have an off-by-one error, perhaps more than one, since a paddle can touch the right side but not the left.

Aesthetically, it looks good.

P#49899 2018-03-03 09:46 ( Edited 2018-03-03 14:47)

Most of my other playtesters have liked both the rel_x and side-leaving – it lets them do silly things like switching sides entirely to lock things at high speed, or pushing way too far forward and getting a near-certain score followed by almost certainly missing the return. I wasn't expecting it but they seemed to like it.

P#49982 2018-03-05 16:11 ( Edited 2018-03-05 21:11)

Whatever works. :)

P#49997 2018-03-05 18:17 ( Edited 2018-03-05 23:17)

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