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Cart #sapuzujipe-1 | 2022-06-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
16

Example cart to test out reflections and water waving effects. Code is not necessarily optimal, but demonstrates the basic concept.

P#113295 2022-06-18 00:40 ( Edited 2022-06-18 17:46)

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Cart #wuzimibura-12 | 2022-12-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

Hedgerow is an arcade style game where you play as a little white duck wandering through haunted hedge mazes. Your goal is simple: collect all the keys and open all the gates without getting caught by a ghost. Getting caught by a ghost will cost a time penalty, but you're given a few bubble shots each round that will freeze any ghosts they hit. Hourglasses are scattered across the stage which you can pick up to increase your remaining time. There are also wormholes which will warp you to different parts of the maze. Be sure to grab any tasty fruit you see for additional points, and every so often, you can play a bonus stage to further boost your score by collecting coins!

This is still in development so there may be some bugs, especially with generating levels.

Controls:

Movement:
Keyboard style 1 (default): SFED for quick hops, cursor/arrow keys for smooth movement
Keyboard style 2: cursor/arrow keys for quick hops, SFED for smooth movement
(Deprecated) Gamepad style: Tap d-pad for quick hops, hold for smooth movement
(The control style can be changed in the menu)

Aiming:
Hold Z/W and tap directional keys (useful for shooting around corners)
Smooth movement will also use hops instead when aiming.

Shoot:
X/Q

Portals
When standing in a portal, release all buttons then press:
Z to cancel portal operation
Left cursor/arrow key to go counterclockwise in the portal loop
Right cursor/arrow key to go clockwise in the portal loop

Additional Credits:

Thank you to Grumpydev for the persistent high scores code snippet!

Important Note:

This version has been updated to use the new string indexing syntax, older versions that use the sub-nil syntax will no longer work.

Change log:

  • Massive code overhaul including rewriting the controls again (now utilizes the adjustable autofire delay to allow use of the default APIs)
  • Removed Gamepad control scheme
  • Interacting with portals now allows some control over destination (or whether you even want to use the portal at all)
  • Stage exit is now always visible, but still only accessible when all keys have been collected and doors opened
  • "Par time" for each level has been adjusted to account for changes in movement
  • Number of coins now scales better with the size of the bonus stage
  • Time allowed in bonus stage adjust to account for changes in movement and number of coins
  • Number of enemies has been adjusted so that larger levels are more populated
  • Number of shots has been fixed to twice the number of enemies
  • Various fruits have been added as an additional source of points in each regular level
  • Added indicators when a park/room contains keys/doors/hourglasses/enemies/fruit
  • Removed game over screen

Older Versions:

Version 0.4

Cart #wuzimibura-7 | 2022-02-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

  • Replaced level transition/pause with a fade out/in of the level and a results screen
  • Added bonus level that appears once every 8 stages
  • Added time bonus for completing levels quickly
  • Renamed levels/rooms to parks/plots and colored score blue

Version 0.3

Cart #wuzimibura-6 | 2022-02-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

  • Smoothed player movement
  • Added smooth movement and three control schemes (keyboard styles 1 and 2 and gamepad style)
  • Teleportation now runs at a consistent speed rather than taking the same time regardless of distance
  • Added animation to ghost movements
  • More lenient with door placement so more map configurations are considered valid
  • Removed inaccessible doors

Version 0.2

Cart #wuzimibura-1 | 2022-02-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

  • Fixed some issues with level generation
  • Animated the wormhole sprites
  • The camera now pans from the wormhole you entered to your new destination

Version 0.1

Cart #wuzimibura-0 | 2022-02-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

P#106992 2022-02-15 18:22 ( Edited 2022-12-26 16:18)

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Cart #gumitenuso-0 | 2021-11-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

This is a personal project that I slapped together to help practice toki pona vocab. As such, the features are fairly limited, and I don't ever expect to fully release it.

Controls:
Arrow keys to move.
Z to confirm.

P#100630 2021-11-22 19:09

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Cart #gemukabudo-9 | 2020-12-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
9

This is my first game on this system. I'm not too familiar with some of the more technical tricks yet, but I'll be working on optimizing the code, improving the music, and adding little quality-of-life improvements where I can.

Directions:

  • Controls:
    • Arrow keys to move
    • Z/C to jump
    • X/V to do action
  • Ropes and vines can be climbed using the up/down arrows, and you can flip side of the rope/vine with the left/right arrows
  • When you have multiple actions to choose from, the down arrow can be used to cycle through them

v1.5 Change Log:

  • Made death pits more obvious
  • Changed color of hint arrow
  • Fixed hitbox of attack

Cart #gemukabudo-8 | 2020-12-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
9

v1.4 Change Log:

  • Elevators are now automatic; either always running or triggered by the player
  • Re-did level design to better utilize ropes/vines and elevators
    • Ropes/vines are better for horizontal movement
    • Elevators are better for vertical movement
    • Some jumps have been made easier
  • Made player attack reach further
  • Player heals up to 6 hearts after beating bosses

Cart #gemukabudo-7 | 2020-12-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
9

v1.3 Change Log:

  • The player now climbs ropes/vines from the side, and horizontal movement is limited while climbing
  • While climbing:
    • Pressing left/right will flip to that side
    • The player will jump in the opposite direction they are facing
    • The player will attack in the direction they are facing
    • If the player is on the ground and presses down and left or right, they will step off instead of jumping
  • Boss projectiles will disappear immediately when a boss dies
  • Added track to indicate that elevators go up and down
  • Removed checkpoint tracker to free up memory space for other features

Cart #gemukabudo-4 | 2020-11-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
9

v1.2 Change Log:

  • Fixed issue where bosses could cause damage at the end of their death animation
  • Fixed issue where the player could fall through stairs/slopes

Cart #gemukabudo-3 | 2020-11-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
9

v1.1 Change Log:

  • Added animation to projectile sprite
  • Added damage sprite for graves
  • Added hint arrow
  • Slight tweaks to HUD
  • Changed attack sprite and animation
  • Changed level 3 theme
  • Changed final boss sprite and animation

Cart #gemukabudo-0 | 2020-11-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
9

P#84821 2020-11-29 06:14 ( Edited 2020-12-11 13:01)