Professional slacker, wannabe game dev
Hello! I stream games/gamedev. You can find me at http://twitch.tv/remagamer, or https://www.youtube.com/channel/UCSr5jOhUbWxHBMTw2Gmd1AQ/
Posting this because while it's not finished, I think what is there is worth showing.
This is a sort of tribute/love letter to Kero Blaster, I think. I planned it to be a 4 boss metroidvania where you fight bosses, get a new gun that opens new areas, repeat. Unfortunately I ran out of space and ideas shortly after the first boss. Everything up to that is complete and there's a bit more after that's semi-complete.
Let me know what you think. I probably will not finish this, but I would love to create something finished and similar to this someday. There may be some extra, unfinished or removed stuff you can play around with if you mess with the code a bit.
EDIT: Just realized this has the "Put a flip in it!" function added. I didn't make that and I can't recall who did...if you know, tell me and I will credit or remove it as needed.
Hey, everyone! So I am NOT good at math. It's something that I usually figure out once through trial and error and try not to touch ever again. So I'm turning to the more mathematically capable among us to help me decide on something: should I use a new method of determining the distance between two x/y coordinates?
Here's what I've been using up to this point:
function dist(x,y,x2,y2) --gets the distance between --two points. faster than --the previous version. local dx, dy = x - x2, y - y2 local res=(dx * dx + dy * dy) if res<0 then res=32767 end return res end
This is the best I could figure out, and I'm sure it can be improved. It overflows, despite my best efforts to prevent it, but it was passable as long as I worked within its limitations.
Here's what I'm thinking might work better:
function xdist(x,x2) --gets the distance between --two coordinates. return abs(x-x2) end
In theory, this has no complicated math, and could be used to build another function with the same purpose as the original, even though this only works with two. But here's my question: is it faster? Is the math right?
I appreciate any advice and help given! This forum has been invaluable to me.
A work in progress game I'm uploading for the sake of feedback. It's quite unfinished, and ends at the first planned boss (not actually implemented yet, sadly.)
Arrow Keys to move/jump
Z to use selected weapon
X to change selected weapon
Please let me know what you think.
How would you guys introduce someone to Pico-8? I guess I'm really asking two things here...how would you introduce someone to the playing side of Pico-8, or the making side of Pico-8? I've been thinking about it but it's kinda hard to explain the concept and appeal sometimes.
Dungeon Layout Generator
A generator based on this cart by @johanp. It uses a similar idea to place rooms, but is much more simplistic (I prefer to try and figure things out on my own before I dig into other people's code.) This particular version continuously generates new dungeons while running. Feel free to reuse this if you like.
+Added some statistics about generators.
+Fixed some issues with rooms becoming isolated (I think)
+Randomized the variables rooms are generated with every loop to better showcase the generator.
A dungeon generator that I cobbled together, loosely following the methods described here. Please forgive my trash code. It's somewhat variable, but has an issue with mazes not being entirely connected together. I was hoping I could get some advice on how to fix that by uploading here. Feel free to use this for your own projects, if you want.
It's a neat little title screen with a short musical loop and music jingle. Might end up being part of a new project, might not! I had fun making it, at any rate.
This is a quick little experiment whipped up in about two hours. It's janky and the code is bad (I got lazy) but even though it didn't turn out like I wanted, I think it's still pretty fun to look at. Enjoy!
Disclaimer: This is a trash game made for the joy of making, much in the same vein as Bert: Get That Sports! So don't play it if you're looking for a real game, and also maybe don't play it if you have epilepsy problems. I dunno.
Many thanks to Qbicfeet for the great sine shift effects. Please go look at his stuff.
Of course, a great thanks to Sicklez who created the inspiration for this nonsense, SCRIMMY BINGUS FAMILY EDITION. It's a great game.
And thank you, for subjecting yourself to this.
A lot of stuff, but mostly background. I'm trying some new stuff with entity processing.
UI improvements. Hold the down key to access items.
Generation improvements and visualization.
Something interesting, hopefully.
This is a work in progress randomly generated marble game. I have to shout out Eggnog, who made the excellent game PicoPutt. You should go play that, this game is only possible because of his excellent collision methods, and it's not nearly as good.
Trying out an idea.
Well, I stand corrected. If you only process the necessary parts of the screen and fake the rest, you can get the effect to take up much less CPU.
I was reading the Dank Tombs articles by Krajzeg and decided to see how far I could get with what I know. I cheated and used a smaller screenspace at 30fps, but not even that could save me from CPU overload...I want to get this effect running well enough that a game could be played using it, but I think at some point to go any farther I'll need to delve into more complicated things than what I'm doing.
Two Minutes To Sunset
You have a city full of people to evacuate and only two minutes to do it before the sun sets and zombies swarm you. Use your helicopter to evacuate the civilians and hold off the zombies with soldiers, snipers, barricades and missile strikes. Play with either a mouse or the standard controls, whichever suits you best! Enjoy RTS-esque gameplay in Campaign, Free Play and Siege modes, with 8+ maps to battle across. Also, George Washington is there!
This game can be played with a mouse, or with the standard Pico-8 controls. When using Pico-8 controls, the D-Pad moves the cursor, O left clicks and X right clicks. Left click to interact and place things, Right click to clear whatever you're interacting with.
The current version is 1.0 and features the following:
Previous versions can be found Here.
It's been a while! Here's the release version. I think it's pretty reasonable. I didn't manage to implement bucket sorting, but if I revisit the concept that's something I want to tackle.
All of the buttons are now functional....I think I am going to call this game Pico Zombie Smasher. I tried to wrap my head around the bucket sorting thing, but it's beyond me...for now.
Ninja-edit: There are some bugs that have cropped up as a result of the new Dist()...but I hope to squash them given time.
I used Fred72's advice for distance checking (thanks for the help, Pico-8 Discord!!) and received a significant performance boost! I can fit more entities onscreen at any given time, now. The bucket sorting thing (I think that's what it is) is another beast entirely...hopefully I can implement that as well.
At this point, I feel like this is pretty obviously a loose demake of Atom Zombie Smasher...so I may do a play off of that for the final name. The gameplay in this version is nice, I feel like. It will probably be better once I implement fred72's advice.
Now you can set down a signal, post soldiers and create barricades. I'm quite pleased with how this is looking, even if the entity counts are lower than I would've hoped.
This is a neat little zombie apocalypse sim thing. I think I'm going to try and make it into a proper game.
Ninja Edit: 4.1 release because I accidentally left in some stuff from testing that made the only event that ever occurred Orbital Strike.
I've hit the token limit, so this seems to be as far as I go, unfortunately. I think it's pretty nice, and dw817's image compression code is to thank for the title screen (thank you!). I may try to optimize this a bit before I release it for real, with the proper title image, since I'd like to add more.
Honestly, I don't even know what to put here. General polish and improvement?
A new enemy type, power ups, and Parallax scrolling background effects. Good stuff.
You can now run AND gun, as the title implies you would be able to. There's a proper menu for multiplayer now, and the game weights different enemies differently (it can spawn 2 wasps for the price of 1 zombie, for instance) and there's just generally a lot of improvements. I swapped the O and X keys because at least on my keyconfig, it felt more natural this way.
It's a run-n-gun type game with support for 4-player coop. Pretty rough right now, but playable enough that I thought it'd be worth getting feedback on.
D-Keys to move/aim
O to jump
X to shoot
Use the menu (Enter) to add additional players (more than 4 is allowed, but not officially supported), enable debug statistics and freeze the game for preview images.
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