This a completely new TOWLR, made with the pico-8 engine, based on the ideas from http://towlr.ludumdare.com/
How many failed attempts have you made before finding the solution?
"What are Towlr?
Towlr are puzzles. Contrary to conventional design wisdom, the towlr games come without instruction and without explanation. Your job is to discover their secret, and score deliciousness. Yes, every Towlr game can be completed.
Towlr are complete audio/visual experiences. They should be played with sound at a reasonable level, and computer monitors turned on.
Towlr may frustrate you. This is normal."
This is a reminder in case you want to edit faster a tune, because the built-in editor doesn't allow to insert patterns for example, or for entering a track (sfx) like the 35th, you have to click 35 times... so I find it easier to work from an external text editor. (I don't think you need to edit the sfx outside the built in editor because it's already good enough)
Probably most people would have figured it out themselves, but for the music structure in the .p8 files, they are presented this way (it's the part after "music"):
A line with
indicates it's not enabled in the player (empty pattern).
Lines are presented this way:
aa (00 by default) indicates the play status. If it's 00 it will play. With 02 it will loop. 01 indicates loop start. 04 is for stop. 05 is loop + stop (I don't know if it's used, maybe it will loop one time then stop)
bb is for first channel, cc is for the second, dd for the 3rd and ee for the 4th.
It's in hexadecimal. So 01 means first pattern in the sfx list. 0a is 10th and 0f is 16th.
41 means the pattern is not activated but if you activate it, you'll get 1st pattern and so on. (46 means the pattern is not activated and when you activate it, you'll get 6th pattern). After f (16th pattern, you increase the decimals, so 51 is for a non activated patter, which has 17th pattern behind. (40+11 in hexa).
I hope it helps!
see also "Data structures for sfx and music" : https://www.lexaloffle.com/bbs/?tid=2341 (more for programmers I guess)
"I Have Created 50 Games in 2014". Well, certainly not me :)
But this clever guy (abagames):
I think several good concept could be ported to new pico-8 games (sources are provided for the game mecanisms)
The export in HTML5 is already very cool, and maybe sufficent for many to distribute games, but I was thinking it could be cool to be able to include pico-8 into some raspberry pi distributions (some with several retro gaming consoles emulators, like retropie, recalbox, happi game center), with the -splore option you get a great gaming machine!
Since pico-8 is not freely redistribuable, why not having a free pico-8 "player", which could play and splore games?
Here is a little simple game I'm working on.
"x" is for changing directions (you can only walk vertically).
I've improved it a bit since last time:
- title screen (very basic at the moment)
- music !
- you can loose lifes
- new levels (3 so far) and challenges (level 2 there are random shots, level 3 you will loose if you reach the bottom of the screen)
- you can try to shoot the fox, after 10 hits you get a new life
- new animations
- secret feature
Thanks to morningtoast for the collision engine, and to zep for pico-8.
It's far from being finished at the moment. For example, you won't loose any life when being hit. I hope to implement new minigames inside, when you reach some achievements (for example after picking 20 carrots).
It's also not very optimised (I'm very noob at this, it's the first time I go so far in developping a graphical game). It is very fun to do anyway.