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Cart #38674 | 2017-03-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

  • This is a test to create some echo effect. Initially intended for a game I made (Into the Darkness).
  • The echo simulation is very simple: a sound is played from a given source point in a given direction. The sound propagates at a given speed in this direction and with a given aperture. As it propagates, it is attenuated and reflects on the walls (ideal reflection) with a given absorption.
  • All the parameters (initial position, direction, sound speed, aperture, attenuation, absorption) can be set before launching the simulation.
  • Once the simulation launched, the source can then move and becomes a receiver. The sound echo can only be heard when the receiver is located at the front of the sound cone (red lines).

Caveats:

  • Things start to get weird when the sound is allowed to propagate for a long time or with a large aperture.
  • There are only 7 levels of sound in pico-8, so there are only 7 levels of echo.
  • Limited to a single square room.
  • Frequency of the sound remains the same and is not taken into account in the simulation.

Future:

  • Having different propagation environments and different materials for the walls.
  • Having more orientations for the walls (more complex rooms, caves, ...)
  • Change the frequency of the sound depending on environment, wall material, time.
  • gamification ?
P#38675 2017-03-24 05:16 ( Edited 2017-03-24 09:16)

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Cart #38304 | 2017-03-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

  • Added two new stages,
  • Changed transition to next stage: after killing all punkters, drive through the stage exit,
  • Removed camera scroll after completing a stage,
  • Some code improvements.

Cart #38289 | 2017-03-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

  • Added background for stages.
  • Made interface more readable.
  • Added brake light on car.
  • Made the punkters punker.

Cart #38287 | 2017-03-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1


Background:
Year 3846. Punk painters -punkters- from outer space have invaded Earth and started to paint it! You are tasked with getting rid of them. How ? By driving them over with your car. Make Earth Clean Again !

Gameplay:
Drive the punkters and their bucket over to increase your score. The higher your speed, the more points you earn. But be careful to not crash into walls! Kill all punkters to go to the next stage. Punkters without a bucket go berserk.
No time limit.

up/down arrows: speed increase/decrease.
left/right arrows: turn left/right.
Speed meter at the bottom left.
Punkter radar at the bottom right.
Car health and score at the top right.
Punkters/buckets left at the top left.

About the game:

  • no sound/music yet (except car motor, but still need work)
  • only 2 stages
  • Initially it was supposed to be a painting game with a car...
P#38288 2017-03-16 02:07 ( Edited 2017-03-17 09:25)

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Cart #38264 | 2017-03-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3


Background:
You're a monster. you have been eating humans for decades but they rarely come into your cave anymore nowadays.
It is time to get out and feast again!
Unfortunately, your only source of light is an unmovable glowing crystal at the center of your cave. Still you can draw a map of your exploration when you are near it.
But be careful, you're not that intelligent, and you can't remember where all the walls (especially noncontiguous ones) you found were if you venture too long far from the light and update your map.
One last thing, visiting humans -preys- may have left potions in the dark. But what are their effects?

About the game:
Procedural generation of the cave and potions. Size of the cave and size of the tunnels inside the cave depend on difficulty.
You can only update and look at the map when you are near the light. No time limit, no health, no score. Just find the exit !
Insects/small animals are just for fun, no effects on the game (for now).
Made for possible submission to Horror Funhouse Jam 2017.

Instructions:
Arrows: move (cave) / scroll (map)
Z: drink potion (cave)
X: switch potions or check map (near light) or back to cave (map)

Update:

  • new crappy artwork. I guess I should ask my 4 years old daughter to design the monster, it would sure be better,
  • corrected typos,
  • new map colors.

Cart #38131 | 2017-03-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Find your way out of the cave !

P#38132 2017-03-10 07:09 ( Edited 2017-03-15 06:48)

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Made for the 1-Room RPG Jam on itch.io

A small RPG where you have to unfold the story, or stories, by interacting with objects and furniture.
All necessary instructions are given in the game.

The gameplay is in place but the story is still very limited. I plan to enrich it and may be add some cutscenes ?

P#37913 2017-02-27 23:28 ( Edited 2017-02-28 04:28)

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Cart #38607 | 2017-03-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

  • Added 4 types of wandering animals with night/day behaviors,
  • Improved rivers,
  • Updated inventory (now it keeps track of the animals met).

There is still nothing to do but exploring the world, collecting objects for no reason, meeting animals.
Still no sound/music...

Cart #37692 | 2017-02-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Update:

  • Added some objects
  • Added inventory
  • Added home
  • Added texts
  • Additional sizes of the world (huge and humongous)
  • Improved rivers
  • Improved grounds
  • Improved nights
  • Diagonal displacements now not possible

Sizes of the world:
Tiny 80x80
Small 240x240
Normal 400x400
Large 560x560
Huge 720x720
Humongous 880x880

There is still nothing to do but exploring the world and collecting objects for no reason.
Still no sound/music. But still some bugs...

Cart #37675 | 2017-02-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

A first attempt at the procedural generation of a world that can be relatively large and that can be explored.
Nothing to do yet but exploring the world (no actions yet, just movements) !

World features:

  • 3 different climates
  • rivers, mountains, forests and sea (the world is always a square island)
  • rain/snow
  • day and night
P#37676 2017-02-21 03:56 ( Edited 2017-03-23 09:12)

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Cart #37281 | 2017-02-08 | Code ▽ | Embed ▽ | No License
1

This a simple application of the flood fill recursive algorithm.
As having a table (2D array) to keep the pixels of the screen in memory is slow and pico-8 is out of memory pretty quickly, all the pixels manipulations are done through read/write of the screen ram and the user ram.

P#37282 2017-02-08 03:09 ( Edited 2017-02-10 05:09)