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@amidos2006

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PhD Student at NYU and Game Developer/Designer

Cart [#berrythescientist-2#] | Code | 2019-11-10 | License: CC4-BY-NC-SA | Embed
2

Berry The Scientist is alternative version of my entry to #ProcJam "Terry The Skeleton" that I submitted couple of days ago. The idea was suggested by @dw817 and ( @mtrc)[https://twitter.com/mtrc]. In Berry, the player can move up to three moves before the enemies can move. The goal is to see how fast you can finish the game in number of enemy steps. I hope it make you smile while playing :)

Controls:

  • Arrows: to move/dash around based on the movement type
  • X or Z: to change the movement type between normal movement (1 tile move) or dashing (tile it reach a wall)

Tips:

  • Player can do three actions before enemies react.
  • You can kill enemies by walking in them during your turn.
  • The game follows the following sequence: player turn, enemies attack, then enemies move.
  • The highlighted tiles are tiles that you should stay away during the enemies attack turn as they signify where the enemies will strike.
  • Always pay attention where will you land after you final action.
  • The rotating stars shows where the player will land if they took that action, if a certain direction doesn't have a star then it means you can't move in that direction but sometimes you can attack if you are beside the enemy.
  • Pay attention to the player eye color as it determine the type of movement (beside the rotating stars).
  • Each enemy type have an easy movement patterns and a clear attack area so try to learn them when they first appear.
  • Kill all the enemies so you can proceed to the next room.
  • You gain 1 health when you advance to the next level.
  • I know it is not much and might have some bugs but I hope you will enjoy it :)

Ahmed Khalifa

P#69780 2019-11-10 16:26 ( Edited 2019-11-10 22:31)

Cart [#terrytheskeleton-2#] | Code | 2019-11-10 | License: CC4-BY-NC-SA | Embed
1

Terry The Skeleton is my entry to #ProcJam that is happening on itch.io where you have to design a game/tool/anything that uses procedural generation or as they say on the website create something that creates something else. In Terry, the player can moves in realtime while enemies are still restricted to be in turned-based. The goal is to see how fast you can finish the game in number of enemy steps. Terry is a silly little game with a silly funny story, that I hope it make you smile while playing :)

Controls:

  • Arrows: to move/dash around based on the movement type
  • X or Z: to change the movement type between normal movement (1 tile move) or dashing (tile it reach a wall)

Tips:

  • The timer doesn't start until after your first move, so try to plan your moves ahead in time and react to the current situation.
  • You can kill enemies by walking in them during your turn.
  • The game follows the following sequence: player turn, enemies attack, then enemies move.
  • The highlighted tiles are tiles that you should stay away during the enemies attack turn as they signify where the enemies will strike.
  • Always pay attention when will the time will run out either by looking at the lower bar or the player will be flashing.
  • The rotating stars shows where the player will land if they took that action, if a certain direction doesn't have a star then it means you can't move in that direction but sometimes you can attack if you are beside the enemy.
  • Pay attention to the player eye color as it determine the type of movement (beside the rotating stars)
  • Each enemy type have an easy movement patterns and a clear attack area so try to learn them when they first appear.
  • Kill all the enemies so you can proceed to the next room.
  • You gain 1 health when you advance to the next level.
  • I know it is not much and might have some bugs but I hope you will enjoy it :)

Ahmed Khalifa

P#69743 2019-11-09 06:04 ( Edited 2019-11-10 22:31)

Cart [#squibidi-1#] | Code | 2019-06-08 | License: CC4-BY-NC-SA | Embed
2

SQUIBIDI is my entry to the #7DBL jam happening on itch.io where you have to design a game in the same style of Micheal Brough games. In SQUIBIDI, you play as a squid that is trying to escape from the underwater kingdom while every other sea creature is trying to stop you. You can shoot ink in the opposite direction of the movement to kill enemies or change direction or you can drift with the water to recharge your ink capacity.

Controls:

  • Arrows: to shoot ink and change direction
  • X or Z: to drift with the water current and recharge your ink

Tips:

  • Try not to hit anything as ram into object cause 1 damage to you, only do it when necessary (you can kill enemies by doing that)
  • Killing enemies recharge your ink to the fullist so plan it well
  • The barncle that block the exit is destroyed automatically when you kill all the enemies but you can destroy it by shooting 3 ink balls
  • Enemies with more than 1 health get frozen for one frame when they are hit
  • You gain 1 health back when you advance to the next room

I know it is not much and might have some bugs but I hope you will enjoy it :)

Ahmed Khalifa

P#65076 2019-06-08 15:55 ( Edited 2019-08-03 20:43)

Hello everyone,
I am kinda new to Pico-8 (as I worked with TIC-80 before). I am working on a game and I was trying to manage the code to be more readable by moving some code around.

I added all the helper functions at the top of the p8 file (as I was trying to move it to another lua file to use the #include command). When I ran the code, no error but it didn't behave as it supposes to do. The helper functions use some global variables so I moved that code to be after the definition of the variables and it worked fine.

Does functions in pico8 lua bind the variables in the function to the global variables when it is defined (which is before the definition of the variables) that's why it is reading nil? I am not amazing with these binding stuff so sorry if I am using incorrect termonolgy.

Ahmed Khalifa

P#64526 2019-05-17 23:25

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