Give my new album a look! You can find it in a separate spoiler below, labeled "Gifts!"
Hey all!
So, as it turns out, porting Picovania to Picotron was pretty straightforward! I've decided to
continue, now that constraints have been lifted!
Pardon our dust...
Controls:
Press ⬅️ and ➡️ to move left and
right
Press ⬇️ to duck
Press ⬆️ or ⬇️ in front of a stair
railing to ascend or descend stairs
as appropriate
Press ❎ to jump
Press 🅾️ to use your whip
Hold ⬆️ and press 🅾️ to throw a
sub weapon
Instructions:
-
Whip candles to collect sub weapons,
hearts and money bags -
Hearts supply you with ammo for your
sub weapon -
Money bags award points
- Collect a porkchop to gain 6 health, up to a maximum of 16
- Collect the Multi stone for Multi Shot, which allows you to have more sub weapons on-screen
at once!- Multi Shot can be upgraded twice, but if you collect a different sub weapon or die you will lose it
I will update this post to keep everyone up to speed when I upload a new cart. Check out the spoiler
below if you're interested!
Change Log:
I was getting to grips with SSPR(), and whipped up something resembling a title screen for a...game???
I had so much fun just THRASHING that SSPR() command here! I'm aware SSPR() existed on Pico-8
as well, but this was just me messing with it, and since I made something resembling Contra on
Pico-8, I figured why not tease "something what could be..." while I'm at it?
Let me know what you think!
Here is my cover of a spooky graveyard theme from computer games of yore!
Click the spoiler for changes...
I've actually had this song kicking around for a bit. I finally decided to to add some artwork and unleash it upon the community!
Have a listen and let me know what you think.
First one to guess where this song is from gets a virtual cookie!
To commemorate the release of the Teenage Mutant Ninja Turtles Arcade core on MiSTerFPGA, I decided to whip up this little cover. I was so excited to get it done, but ended up throwing it out and starting over, missing my mark...
Anyway, Here it is for everyone to listen to.
Please let me know what you think!
P.S.
Logos are really hard to draw with a trackpad... :)
Updated 09/12/24
Revisited this track for better flow. I suppose its true what they say: Projects are only abandoned, never finished.
Het all!
It seems I'm on a cover kick.
Here is the lobby theme from Sweet Home by Capcom!
This is one of my favorites. It's a real shame this game never saw a release outside Japan, until fans translated it years later.
As always, let me know how you like it!
Updated 03/03/24
Slight formatting change for compatibility with latest version of Pico-8
I was playing around with Pico-8's music editor, and put this song together from memory.
I'm really happy with how it turned out, and decided to make some art for a release!
Let me know what you think.
Updated 03/03/24
Slight formatting change for compatibility with latest version of Pico-8
Updated 12/22/22
I was always somewhat dissatisfied with the song's composition, so I did another pass: Making some parts less shrill, adding some reverb, and re-arranging the transition into the second part of the song. I also cleaned up the logo a bit. I feel like it sounds and looks way better now! Let me know what you think.
(No, I'm not working on Super C. This song has just been bouncing around in my head, begging to be covered, so here we are. I still need to finish Castlevania, if and when I find time to allocate to it.)
Good news - I was able to bring the game over to Picotron! Check it out Here
Hey all!
It's been awhile, hasn't it?
I have a new Pico-8 project brewing. Anyone care to guess what it could be? (Edit: people guessed quick! It's a Castlevania Demake)
I will update this post to keep everyone up to speed when I upload a new cart. Check out the spoiler below if you're interested!
Change Log:
Be sure to check the change log to see what's new!
I really thought version .51 would be the last major version, but somehow I managed to scrape out every last token and add a few new features! That said, this WILL be the last major version, though I will still support the game post release.
Change log
[hidden]
Contra version .73 (fixed)
The latest Pico-8 update evidently changed the way the (--[[) switch works, breaking the game! XD
This is fixed.
Contra version .73
This version could be considered a bug fix/polish release...
-
Tweaked the machine gun sound to give a more "auto-fire" feel to it.
-
fixed underwater behavior so that your gun Actually won't fire. Somehow I missed that the feature was broken
all this time... -
Changed the behavior of the continue cursor. Now it will only make a sound if you switch to the other option
- Tweaked the runner enemy so that they cannot kill you when they fly back after being shot.
Contra version .72
This version has been sitting on my computer for some time now, And I figured it has enough changes to warrant a release.
-
More sprite edits by ReeceGames.
-
Machine gun sprites changed to better set it apart from the Pea shooter
-
Boss bullets will now fall straight to the ground, making him a little more difficult.
- Fire sounds have been changed to more closely match what is happening.
Contra version .70
Special thanks go to ReeceGames for their contribution to the graphics work!
- Sprite edits to player, enemy, turret and shutter graphics to improve quality.
Contra version .68
Thanks to the PICO-8 Discord community for offering suggestions on how to trim down my code and how to improve the graphics, this update would not have been possible without them!
-
Turrets were completely rewritten, and can now track you in all 8 directions. They are still quick, but they have a limited range of motion...
-
Fire Weapon fully implemented! It's not the greatest for crowd control, but it is highly effective against
emplacements. -
Soldier drones have been reworked. Only 3 drones can spawn at a time now (usually), they run a little slower, and any drone that goes for a dip will instantly drown...
-
Another pass on map and object graphics to improve detail and readability.
- It is no longer possible to soft lock the game by taking damage from two things at the same time.
Contra version .63
- Detail pass on map graphics
Contra version .62
-
Tweaks to sound effects playback to reduce clobbering
-
New explosion sound for turrets, shutters and cannons to help them stand out a little more and make blowing them up
just a little more satisfying. - Adjusted collision so you can't scale the Base exterior
Contra version .61
- fixed cannons not clearing out after a game over.
Contra version .60
-
Turrets have been added. They have pretty good servos, so don't think you can slip past them so
easily. A healthy dose of gunfire ought to short their circuits. - The boss now has some defenses in two cannons. They just kind of spew bullets on the ground, but they are still
lethal. Blow them up if they are bugging you.
Contra version .51
- Changed powerup collision so they pass through semi-solid platforms correctly
- The first Rapid and Machine Gun powerups have switched places.
Contra version .50
- Boss has been added. There are no defenses for it, but he did finally show up.
- Runner enemy type has been added. They move fast, so you have to be on your toes. At least they are easy to kill...
- Powerup shutters fully implemented. Shoot them to receive an item!
- Victory state implemented.
Contra version .30
- Capsules are fully implemented! they can be shot for a powerup, and I have sprinkled a few through the level
- Powerup behavior is implemented. Available powerups are: Machine gun, Spread, Fire, Laser and Rapid Shot
- Machine gun fires in full auto, like a Machine gun should!
- Collect Rapid Shot to nearly double the speed of your bullets!
- Sound and partial graphics in place for all weapons
- Adjustments made to some sound effects
- Minor changes to title music
Contra version .25
- Phase one of capsules added. You can't shoot them yet, but if you press ⬆️ and 🅾️ one will spawn from Bill's location.
I also have one capsule setup to spawn in as a script - Initial work on items started
- Initial work on spread gun started.
- Small explosions added. Press ⬆️ and ❎ to make a capsule go boom!
Contra Version .22
- Adjusted wipe speed to more closely match the NES version
- Map filled out with initial artwork
- Player spawn delay now consistent
- Code commented out a little more, and formatting changes
- Minor alterations to music
Contra version .2
- Submitted to BBS