so maybe this is impossible, or maybe theres something similar that works, but i can't seem to come up with an idea
for reference, this is relating to https://www.lexaloffle.com/bbs/?tid=3585
so right now, the grid for the maze is a two dimensional array. i'm creating it with all values set at 1 (wall), then manually setting values for blocks as 0 (for walkable areas)
this is fine for the little 8x8 maze i made manually for the WIP, but won't scale very well for 16x16 dungeons with multiple floors, just the legwork/tokens required is awful to think about. so i'm trying to come up with other ideas on ways to do this
what im thinking is, its easy to draw the maps as sprites, but is there some way to like..read the sprites as data into an array? like if i could parse 16x16 worth of sprite so that each pixel is a datapoint in a 16x16 array, that would save me tons of space (and effort), but im not sure if thats actually possible. i cant come up with any way to do it anyway, but if someone knows of a way to make this happen im all ears
(alternatively if someone has an idea of an easier way to handle this im always curious about clever suggestions)
Wrapped up my second game, and this time it's an actual game! glares at Blocksy
PICOMMANDO
A top down twin-"stick" shooter, since I felt that wasn't a very active genre around here. Utilizes P1 controls (arrows) for movement, and P2 controls (ESDF) for shooting. This may change in the future, specifically when I get a PocketCHIP and need to figure out what layout will work best there.
Zombies will come running at you from the entrances and from the corners at various speeds and in various numbers. Firing excessively will drain your clock, but successfully killing a zombie will restore some time.
Features high score saving to cartdata to give some sort of goal/objective. My high is around 600 on this build, a no-prize for whoever beats it first.
I consider this 'finished' but I'm interested in feedback on the gameplay loop, i.e. is it too hard, are the zombies too fast, is there enough time on the clock, etc as well as feedback on the controls.
Enjoy!
(p.s. this is my first stab at making any sort of music in any capacity, ever. hopefully it's not too annoying)
(p.p.s. before anyone says so, yes, I know, my main function loop got completely out of hand and should be broken up into about 40 or so actual functions. This was my big lesson learned to apply to Game #3 lol. So use the source however you like but PLEASE try not to learn anything from it)
(edit: naturally the first time I uploaded this I forgot to take a screenshot. lol)
My first game! It's pretty bad! But ok for the 24 hours or so I took introducing myself to Pico-8
About ~10% or so of this I'd say is probably wholesale lifted from the first tutorial for Squashy over at Picozine, since that was my starting point to all this. Added some more objects/collisions and turned it into a game sorta thing
Features:
- Z/X to adjust paddle speed
- multiple return angles
- scoring (10pts for a successful volley, 25pts for hitting the block)
- high score tracking (saved via cartdata())
- annoying sounds, by me
- working game over/restart screen
- poor logic
- poorer comments
There's the occasional (literal) corner case where the ball doesnt interact with the block correctly, but I think I've gotten it as good as I can get it with the horrible way I logic'd it all out. I've already learned/determined a better method for bounding boxes so whatever I make next WON'T be this bad (hopefully).
Enjoy! Hopefully someone gets 20 seconds of fun out of it (or learns something from it