i'm trying to make a function where the camera will jump forward by an amount when the player character reaches the end of a 'room' (the end of the current screen) but am struggling to find a way to make it work, anyone know what i should do?
p.s. code currently shows what i'd like it to be, currently can't make it do more than two rooms
Heya! I decided to look at my old (well a few months) game and update it to work with 60fps. One problem I've been having is the jump. It's super simple code which means when you jump in the game you jump up super fast. I'd like its acceleration to be slightly slower, and if possible, have a variable jump height. Does anyone have any code examples that could fit within my game code as it stands and make it work better/any variables that could help?
LEFT OR RIGHT TO MOVE
Z OR X TO JUMP
OBSTACOURSE is a minimalist platforming micro-game. Guide DUNGAREE DOG through the OBSTACOURSE, a four-level, colour-coded athletic gauntlet. Expect spikes, spring-blocks, some crumbs of environmental story-telling and lots and lots of jumping.
This is the first game I've made in Pico-8 and I've had a real fun time! Want to thank everyone on the forum who helped me out. Let me know what you think of it!
Game by James Nash
Music by Alice Boyd
during lockdown i've been on and off making a little game with the brilliant music maker alice boyd, and i'd like to share the latest build of it/get feedback to make it even better.
if you could fill in this form about how you found the game i will love you forever
added the smallest bit of environmental storytelling and small tweaks to the design and audio mix.
the finished product is out tomorrow!
more sound and music by @AliceB! skipped over 0.13 cos that's build featured all of the music before it was implemented in the code
if you can fill this form in i will be very happy
FEEDBACK FORM: https://forms.gle/QsyQEUHpY4aWDWGL8
added an ending effect (thank you to @spellcaster), more level redesign which i'm feeling pretty good about.
few more tweaks! not far away from posting it's finished form.
the movement's a lil different! as is the level design
(NOTE: am aware of the screenshake that happens sometimes when you hit a wall, that's an unintended result of the new friction.)
hitboxes for the spikes are a little more forgiving and redrew the floating spikes.
fixed a few things, created an idle pose!
if you could fill out this form about how you found the game i'll love you forever!
another visual tweak, more visual depth to the tiles, but unsure if i've made it too visually busy, let me know.
more redesign and visual tweaks
after accidentally deleting two levels (don't mess with those bits patterns that form in the tilesets folks!) but i have done some redesign and made the springs easier to use.
done some updating to the level design! got someone making new music so taken away all the sound for this one, let me know what you think!
been trying make a minimalist platformer with an atari 2600-meets-nes pixel aesthetic. still trying to do stuff with it (make the idle and jump poses work, add auto-scroll to the last stage, and edit the music level designs to make it really pop). let me know what you think!