So I watched that new Top Gun movie and I really enjoyed it. It gave me some motivation to upload this W.I.P. I have been working on for a while.
I am going for the Aesthetic of the original NES Top Gun by Namco, but I knew I couldn't fit all the sprites in that would be required. So I decided to go with a pseudo 3D effect. This helps with determining how far away missiles are and allows for some fun smoke effects.
I based the weapon systems off of the Ace Combat series of games. The Ace Combat series can be thought of as the spiritual successor to the Top Gun games so it all meshes rather well.
For weapons you have:
High Capacity Air to Air (HCAA)
Long range Air to Air Missiles (LAAM)
Semi-active Air to Air Missiles (SAAM)
And a rather loud gun.
Press Z to fire the gun.
Once a target has a red box around them you can press X to fire a missile.
During a landing sequence press Z to slow down and X to accelerate. If you are flying faster than 100 knots you will crash! Dying while landing will set you back to the beginning of the level, but a successful landing will grant 1000 points. You don't need to land if you aren't up for the challenge.
Everything is a Work in Progress. I think I might need to tone down the gun sounds and work on the difficulty curve.
I'm getting back into making games after college, so this is a warm up of sorts. I revised the premise many times and unfortunately I think it shows. Nevertheless, I think some people might enjoy playing it.
Your goal is to survive to wave 10 without dying or letting your helipad get captured. Quickly tap the weapon fire button to change weapons, and hold it to release the selected weapon.
You also have a button to release flares. Use flares to trick missiles fired at you. You can also "pre-flare" by dropping flares before you are fired at. This greatly increases the chances of the enemy missile never tracking you at all.
You can land at any of the three helipads to get more weapons or flares. After each wave you can repair here as well.
Your helicopter can dive downwards faster than it can climb. You can use this to your advantage when evading fire.
The game allows a second player to control the helicopter's gun with infinite ammo, so your little brother can contribute as well.
This is another one of my little transpositions/remixes to get familiar with Pico-8 composition. This time I decided to try making the song Last Stand from the video game FTL.
The original song has lots of percussion and is somewhat harsh, an effect that is rather different from the rest of the soundtrack. For the most part the FTL soundtrack uses chip-tune instruments and effects but does not hold itself to a true 8-bit style, sometimes mixing in pianos or other real instruments.
YT link to the original song: https://www.youtube.com/watch?v=ELdFyWwyMY8
Possibly Ben Prunty's best song from the soundtrack, MilkyWay: https://www.youtube.com/watch?v=itKEArgSbFE
Another interesting thing to note is that Last Stand is the only song in the soundtrack that isn't split into an "Explore" and a "Battle" track. All the other songs from the game have an explore track which plays when no combat is occurring. Once the player enters combat the game seamlessly fades the Explore track out and replaces it with the Battle version. These two versions will usually be very similar, with the battle track having more heavy percussion or a few extra instruments.
Last Stand plays in the final sector and it doesn't have an explore version. (The cut song "Federation" can fade in and out perfectly with Last Stand, so maybe it could have had one.)
The cartridge artwork was based on the cover of Ben Prunty's Into The Breach album, another game he did the music for. I replaced the Prime Mech schematic with a schematic of the Rebel Flagship, since in FTL your goal is to deliver the schematic of the flagship to the Federation's last stand without being intercepted by the Rebel fleet.
After spending over two years in college, I am starting to get back into Pico-8 again. I decided to attempt to remake the main menu music from the game Outer Wilds. I just finished Outer Wilds and greatly enjoyed it.
This music is a very short track, only including the start of the song. It also has a significant lack of banjo.
The original piece was composed by Andrew Phrahlow.
This is an old cartridge my brother and I never quite finished because we hit the token limit. I am not very pleased about how it came out, as I don't have much skill in level design.
The name is a play on the Nighthawk, a version of the Blackhawk helicopter for the Navy. My dad flew them, so I went with that as the name.
Knighthawk's theme was inspired by a board game called Scythe. Scythe had great artwork, and I believe the game was based on the art. All the art in Scythe was painted by Jakub Rozalski. I loosely tried to follow the theme of the art. If anyone wants to know why I chose an orinthopter, it was because it seemed to fit this theme. I hadn't read the Dune books at the time, though I have started reading them last week.
The main mechanic of Knighthawk is to swap between weapons based on the situation at hand. Use X to do this.
Each weapon has strengths and weaknesses. No enemies have resistance or vulnerability to a certain type.
The boss at the end is a bit tough, and will follow you around to a certain extent. This boss really doesn't fit the rest of the game's theme, but was an attempt to make the player face a smarter enemy rather than a bigger one.
If you just want to goof around I left the invulnerability toggle in the pause menu.
My attempt at recreating a Battlezone(ish) game. Battlezone has always been one of my favorite games. If someone wants to do the sound effects that would be great. I just am terrible at that kind of thing, so I didn't want to butcher it.
Drive the most advanced and realistic tank simulator since the bulldozer. Hide behind various (two) creatively designed geometric shapes on the battlefield and battle numerous (three) types of enemies. Wonder why the lava on the volcano is green.
- Arrow keys to drive tank or select menu option
- X key to fire
- Z key to select on menu
- Tab button to change to third person view
- P2 left and right to turn turret
- P2 Down to fire
- P2 Up to turn tank body toward turret
P.S. You can swap the colors to the Gameboy color scheme from the menu.
Thanks to jdan for the demo I adapted to make this: https://lexaloffle.com/bbs/?tid=4126
Also the font is Pineapple's from: https://lexaloffle.com/bbs/?tid=2783
And my brother Phin for some of the art.
Changelog version 1.1 (3 years later):
Fixed Radar display
Adjusted title screen font
Increased player speed
Old cart version:
This is a simple script to control a player's ship in a shoot-em-up. It moves in a similar manner to magnets, it will try to go away from danger, but be pushed harder by closer objects, usually allowing it to squeeze through small gaps relatively accurately. This idea has been floating around in my noggin for quite some time now, and I thought i might give it a try. I honestly have no idea what this could be used for, but feel free to use it and tell me about it.
- Powerup attraction
- Pretty good enemy avoidance
- Target tracking and basic movement prediction
- Y axis movement
- Tweakable variables(In Code)
- Some code to tweak variables automatically (Pause Menu)
- Messy Code!
I tried it in a few games, with mixed results:
P.A.T. Shooter, by Benjamin_Soul
The script is not as good here, as the game is seriously hardcore after the first few waves, but I added it in as a wingman.
Also changed the Menu screen, as I like Battlezone.
They Started It, by JoeySpaceRocks
The script is better at this fast paced gameplay. I am not too good though.
If the original creators of these games want them taken down, no problem.
Up to speed up
Down to slow down
Left to rotate left
Right to rotate right
X to fire
Z to auto-land
Don't kill the cow!
Blue with pink wings are allies, while Pink with blue wings are enemies.
You have limited ammo, so you need to land to refill and get your HP up.
All weapons can only hit enemies, no friendly fire. This includes bombs from bombers.
Please report any bugs or tweaks I need to fix/incorporate.
Credit goes to the Sopwith team for their amazing and still fun game I love and play, Bombsight Games, witch I also love to play their Pocket Squadron game as a bomber(I can hit multiple enemy planes with one bomb!) and my brother Finn, who redrew the menu art.
P.S. you can install Sopwith on most Linux machines by running:
sudo apt-get install sopwith
and the PocketSquadron Website:
Added saving and loading using another cart called maptestsave.png(In Pause Menu) Please don't name any useful cartridges maptestsave.png!
Added a map overview. (Press X to use).
Note: If you just see sky, scroll down with the down arrow, and vice versa if there is dirt and stone everywhere.
So far just a test I am doing to make a very complex system of interactions as an exercise for myself. You can see witch blocks are updating if you enable debug mode in the pause menu or code. The controls are:
Mouse moves cursor.
Left click draws or selects from hotbar.
Right click selects what the cursor is over.
Arrow keys/Dpad scrolls map.
X button brings up a map of the world.
Feel free to modify or use. Just give me credit in the description.