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@rosagi

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Drummer, drawer/painter pixel hack. Former design graduate now try make actual games.

Twitter: #rosagi99

WIP 'Lemmings like', made for a (bird themed) Potluck event, Perth Jul/Aug 2019.

Cart [#flapable_01_2-8#] | Code | 2019-08-14 | License: CC4-BY-NC-SA | Embed
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Controls: directional keys (push and hold). smash (down) on platforms to release (seed x trigger/test)
(down) to pick up seed, z to release.

The evolving mechanic centres on recouping orphaned birds from your neighbourhood back alley. In order to gain their trust.. first you must feed the little blighters! Pick up seed with peck (down), drop seed (z), you can also push seed with your wings. In any case, you should know that rats are not your natural allies
in this particular habitat, but are attracted by the presence of seed.

TBA: final win states and 'scoring' system. Feedback most welcome, including that obvious thing that probably should have occurred to me, but may well not have at this stage - Cheers.

080819 update: fixed (draw order!) issues causing particles and sprites to fly off platforms with camera movement, also offset players vertical velocity so impact/camera shake/ landing are more visible.

140819: tweaked platform 'snap', optimized player move code, 'seed drop' mechanic implemented (sketchily).

P#66358 2019-08-04 17:58 ( Edited 2019-08-14 21:06)

Cart [#wowazujupi-2#] | Code | 2019-05-30 | License: CC4-BY-NC-SA | Embed
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'Land in a smooth, timely fashion in order to gain a fuel bonus.
Otherwise, die a brutal firey death and be absorbed into the lunar land mass.'

Controls: <^> directional keys control thrust

Gfx, particles, Lander mechanics, sfx by me

Cheers to the pigmi indie squad for the general lander
concept and procedural land code.

*update may19: added landing indicator, fixed carry-over velocity

P#57463 2018-10-03 09:17 ( Edited 2019-05-30 14:21)

Cart [#53646#] | Code | 2018-06-18 | No License | Embed

Cart [#52847#] | Code | 2018-05-18 | No License | Embed

WIP /6/18

(Mario style controls)

Throw your head/bomb and evade the other player, throwing across wavy tiles to propel at speed, switches control direction.

Player 1 - Bomb: (Down 3 sec charge, release to throw)
directional = </>, X to jump, Z to run/detonate . Drop thru floor: press/hold (Z).

Player 2 - Bomb: (Hold down 3 sec charge, release to throw)
A/D = </>, A to jump, Q to run/detonate. Drop thru floor: Press/hold (S).

Note: Once your head is released, run will also detonate!

Feedback, comments or bugs - appreciated.

P#52848 2018-05-18 10:44 ( Edited 2019-01-14 10:58)

Cart [#35667#] | Code | 2017-01-14 | No License | Embed

Hi guys,

not sure if this is due to updates
but the code from the warp tutorial
is throwing back -unclosed function
It seems to be for the for and if statements
however I'm not sure which require closing!

Any help with this would appreciated!

Ro

P#35668 2017-01-14 11:18 ( Edited 2017-01-14 16:18)

Cart [#35077#] | Code | 2017-01-06 | No License | Embed
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Hey fellow PICO 8 users in the dojo,

Started with a breakout like concept, now I can't seem to walk away from this interesting problem..

The ball currently uses a sine function in order to cycle its scale: BALL_R=1+(SIN(FRAME/20)*2)
and I'm trying to adapt collisions to accommodate this type effect (see - multiple uses).
So far it doesn't appear to work without triggering multiple undesired bounces at the border.

So far I've had limited success with a function I made to snap the object scale to whole number
increments, however this has not resolved the problem, which only consistently occurs when the
ball (CIRCFILL) crosses the boundary as its increasing in scale (BALL_DR=+1).

I've also attempted to apply a timer to limit bounces (ball x/y inversion) without much success.

Am I barking up the wrong tree/ are there other collision models which already
deal with these type of situations? -any help would be greatly appreciated

P#35075 2017-01-06 10:47 ( Edited 2017-01-22 10:58)

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