So this is a vaguely Dreamcast system menu-ish raster-based demo thingy with waves coming out of the center, slightly rising and falling and eventually disappearing in the background. Thought the end result looked nice enough to share with you all.
Alchemy Quest is a WIP port of the puzzle game OpenAlchemist, which was developed by Guillaume Delhumeau and Antoine Morineau.
The objective of the game is to combine three pieces of the same type together, which merges them into a different piece. As more pieces are unlocked, the falling pieces become more varied and the game becomes more difficult. The pieces don't drop automatically, which means the player can take their time before deciding where to drop and how to rotate the piece.
left/right - move piece
down - drop piece
◯ (Z) - rotate counterclockwise
✕ (X) - rotate clockwise
- Scoring system
- Music and sound effects
- Puzzle stages (maybe?)
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
CHANGE LOG / OLD VERSIONS:
Version 0.3 (current):
- Replaced the title screen and in-game backgrounds
- Added basic sound effects
- Changed the scoring system again (and removed the scoring help screen)
- Added a falling effect on game over
- Lots of slight tweaks and fixes
- Added a scoring system
- Added a simple help screen
This is a set of sprites and functions that allow the user to draw text with a proportional font. The font covers upper and lowercase, digits and basic punctuation. This set is not as compact as the others right now, demanding 16 sprites, but it provides, IMO, more readable characters.
- switched from using the bottom 16 sprites in the first page to a 4x4 area in the first page
- restored all characters to their intended designs
- with some heavy optimization and small sacrifices, shrunk the font down to 16 sprites.
- fixed the colon/semicolon
- added digits and equal sign
Inspired by the PicoMino game, I decided to create my own attempt at replicating the famous Russian puzzle game.
Pretty much all the expected functionality is available, such as 1- and 2-player gameplay, preliminary sound and graphical effects, level (garbage height) and speed selection, etc.
The game provides two modes: A (endless) and B (25 lines).
In the A mode, the game continues until any of the players top out (until the game can't put a new piece on top of the playfield).
In a 2-player game, the surviving player is declared the winner.
In the B mode, the game also ends if the player eliminates 25 lines of blocks.
In a 2-player game, the player who manages to do so first is declared the winner.
When playing a 2-player game in any of the modes, elimination of more than one line will also send one fewer line of "garbage" to the other player, which will rise from the bottom of their playfield as soon as they put down a block. However, the players can defend against oncoming garbage if their current piece eliminates some lines, too. Each line removed prevents a garbage line from appearing. The amount of garbage lines the player is about to receive is shown as a blinking line saying "+1L" (or more) on top of their playfield.
left/right/down - move piece
up - drop piece immediately
O (Z or C) - rotate counterclockwise
X (X) - rotate clockwise
(You can swap the rotation directions in the options menu if you prefer.)
On the "copyleft" screen, press the following buttons in order. If you pressed them correctly, you should hear a short sound. If you made a mistake, press the âœ• button and try again. The screen stays on for 5 seconds.
LEFT, RIGHT, O, O - Use a modern style randomizer.
O, DOWN, DOWN, DOWN - Draw a "shadow" at the spot where the piece will fall.
To play at speeds 10~19, hold LEFT while selecting between 1 and 2 player modes.
- Add any missing sound effects and two more music tracks
- Got rid of another embarrassing bug that prevented 2-player games from starting.
- Got rid of a rather embarrassing bug that crashed the game whenever lines were being cleared.
- Switched from storing the current game board in the map to using tables. Fixed the bug where, after a finished game, the options menu is corrupted.
- Used PICO-8 0.2.3's new TOSTR flags to simplify handling scores. This will break high score tables, however.
- Added an options menu, with the option to swap the rotation so that O rotates clockwise and X rotates counterclockwise instead.
- Removed some unused code, cleaned up indentation.
- Divided score variables in two to avoid overflow
- Set a hard cap on all scores (999999)
- Tweaked the interface to allow for scores higher than 99999.
- Introduced a high score list (work in progress, may have some bugs)
- Changed the menus to accomodate for high score lists
- Fixed shadow display
- Fixed the ability to play on speeds 10+ (the key combination was changed)
- Fixed garbage prevention mechanics
- Added a functioning two-player mode
- Switched from 8x8 tile blocks to 6x6 sprites
- Increased repeat speed for horizontal movement
This is an experimental "pirated" cartridge with a custom label. Its actual contents are exactly the same compared to the previous version, only the label (the PNG itself) is different.
- Some slight bug fixes
- Added a way to unlock higher speeds
- Added a "show shadow" secret code
- Added a speed display
- Added speed increases every 10 lines
- Readjusted delays
- Fixed a missing tile in the title screen.
- Tried to fix the second part of the first music track.
- Fixed some small bugs
- Added a better victory screen
- Fixed the bug that made it impossible to use the â—¯ button to re-enter secret codes
- Added an alternative piece randomizer
- Added a secret code system
- Fixed the square piece's "NEXT" sprites
- Added a hard drop feature