tmirobot [Lexaloffle Blog Feed]https://www.lexaloffle.com/bbs/?uid=25862 All Star Baseball <p> <table><tr><td> <a href="/bbs/?pid=165067#p"> <img src="/bbs/thumbs/pico8_tmirobot_baseball-27.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=165067#p"> tmirobot_baseball</a><br><br> by <a href="/bbs/?uid=25862"> tmirobot</a> <br><br><br> <a href="/bbs/?pid=165067#p"> [Click to Play]</a> </td></tr></table> </p> <h1>Overview</h1> <p>In-progress version of a 2-Player simplified baseball sim, with animal-based teams.</p> <p>Currently implemented features:</p> <ul> <li>Team selection, with each team having unique player stats</li> <li>Pitching, fielding, and batting controls supporting live 2-player on any device</li> <li>Strikes, balls, walks, hit by pitch, and outs</li> <li>Hitting angle and power determined by the angle the bat is at when contacting ball, the speed of the pitch, and player BAT skill</li> <li>Foul ball handling (including run-backs)</li> <li>Non-controlled fielding players running to cover bases (including coverage by pitcher or short stop when the controlled player moves off their base position)</li> <li>Tagging players for outs, or tagging the base in a force situation</li> <li>Catching a pop fly forcing baserunners to tag up before legally advancing </li> <li>Infield fly rule</li> <li>Home runs</li> <li>Possibility of the fielder committing an error (failing on an easy fielding opportunity), missing (failing on a difficult fielding opportunity), turning a heroic play (succeeding on a difficult fielding opportunity), or throwing a wild ball.</li> <li>Checking for game-ending score, and ending the game declaring a winner.</li> <li>Basic audio</li> </ul> <p>Batting order is currently just in fielding index order, though batting order lists are supported.</p> <h1>Upcoming Changes</h1> <ul> <li>Setting batting orders for each team</li> <li>Stealing bases</li> <li>Catchers being able to miss pitched balls</li> <li>Additional, improved audio</li> <li>Seasonal play and records(?)</li> </ul> <h1>Player Selection</h1> <h3>Determining controlled fielder</h3> <ul> <li>For the fielding team, when a ball is hit, the fielder closest to where the ball will end up at is automatically set to the controlled fielder. </li> <li>Once the ball touches the ground, whichever fielder is closest to the ball at any time will be swapped to the controlled player.</li> <li>When a fielder has the ball, they will always be the controlled fielder.</li> <li>When a ball is thrown, the controlled fielder will be changed only after the ball is caught or touches the ground.</li> </ul> <h3>Control indicators</h3> <ul> <li>Arrow above head indicates controlled fielder. </li> <li>Dot inside arrow indicates controlled fielder is holding the ball.</li> <li>Dark arrow indicates the fielder is currently auto-controlled or is recovering from an error, missed play, or dash.</li> </ul> <h1>Controls</h1> <h3>Pitching</h3> <ul> <li>Catcher: Press [UP] to throw to pitcher</li> <li>Pitcher: Press [DOWN] to start pitch, then use [DPAD] to control velocity and side to side movement.</li> </ul> <h3>Batting</h3> <ul> <li>Swing: [O]</li> </ul> <h3>Fielding</h3> <ul> <li>Move: [DPAD]</li> <li>Dash: Double-tap [DPAD] direction to perform a short, quick dash in that direction (when not holding a ball).<br /> -- If a dashing player catches a ball, they recover almost immediately.<br /> -- If a dashing player does not catch a ball, they have a longer recovery period.</li> <li>Throw Ball: Double-tap [DPAD] direction to throw to the associated base.<br /> (i.e. down=home, right=first, up=second, left=third)</li> </ul> <h3>Baserunning</h3> <ul> <li>Advance/Retreat Front Baserunner: [O] / [X]</li> <li>Advance/Retreat All Baserunners: Double-tap [O] / Double-tap [X]</li> </ul> <p>(An &quot;!&quot; indicator above a baserunner head shows a baserunner needs to tag up. They will also be highlighted red in the baserunning mini-map HUD instead of orange)</p> <h1>Player Stats</h1> <ul> <li><strong>SPD</strong> - Run speed (Both when fielding and baserunning)</li> <li><strong>BAT</strong> - Batting (Determines batting power and grounder/popup chances)</li> <li><strong>POW</strong> - Throw Power (Determines velocity of throws. For Pitchers, also determines ability to control ball speed with up/down)</li> <li><strong>CON</strong> - Throw Control (Determines angle variability when making throws, as well as chance of making a throwing error. For Pitchers, also determines ability to control left/right ball movement)</li> <li><strong>FIE</strong> - Fielding Skill (Determines the chance of properly catching or otherwise fielding a ball, including heroic plays or errors)</li> </ul> <h1>Changelog</h1> <p>0.65</p> <ul> <li>Added unique player stats for each teams, to give them their own play styles.</li> </ul> <p>0.64 - CRITICAL UPDATE</p> <ul> <li>Fixed a critical control handling bug where the batting player holding down a button could prevent the fielding player from being able to dive or throw</li> <li>Added support for left handed batters</li> </ul> <p>0.63</p> <ul> <li>Adjusted how throw speed of a fielded ball is determined from player POW skill and distance, to allow for fast throws without crazy distances.</li> <li>Improved handling of assigning player control to a player near the ball, so control won't rapidly switch back and forth between nearby players.</li> </ul> <p>0.62</p> <ul> <li>Changed how catching thrown balls is handled - players will no longer interrupt throws to locations if they are not near the target location, unless the ball is already about to land. Greatly improves infield throw feel.</li> <li>Added tracking of hits, walks, and strikeouts for player's at bat banner display</li> <li>Added wall border to the bottom of the field, to block stray throws or wandering players</li> <li>Fixed an issue where walks / hit by pitch would not clear a batter's banner</li> </ul> <p>0.61</p> <ul> <li>Added stat view screen during team selection (currently all team players have the same stats except for two example teams)</li> <li>Added banner showing batting player's info and skills</li> <li>Changed original batting player's info to show pitcher's info and POW and CON skills</li> <li>Added player BAT skill checks to adjust power and angle checks when hitting a ball</li> <li>Added player FIE skill checks when checking recovery (from dives, errors, reaction to hit balls, etc.)</li> <li>Fixed memory leak in team selection</li> </ul> <p>0.59</p> <ul> <li>Added first pass title screen</li> </ul> <p>0.58</p> <ul> <li>Added tracking of Hits, ensuring errors or fielder's choice don't add a hit.</li> <li>Added checks to player FIE skill for fielding hit balls and thrown balls.</li> <li>Added checks to player SPD skill to calculate running speed</li> <li>Added checks to player POW skill for throwing speed</li> <li>Added checks to player POW and CON skill when pitching, for adjusting ball speed and position</li> <li>Added variation to a thrown ball's angle based on player CON skill rolls, with ! alert on making a bad throw</li> <li>NOTE: All players have average skill rating for now</li> <li>Fixed a bug where movement around home could be blocked because of how distances are calculated</li> <li>Converted game handler class to bare functions and values, to get back lots of unnecessary token and character usage</li> </ul> <p>0.57</p> <ul> <li>Fixed a bug where only first player was batting</li> <li>Fixed names of Detroit Ducks and Pittsburgh Pachyderms</li> <li>Fixed walks and hit by pitch to only advance forced runners instead of all runners</li> </ul> <p>0.56</p> <ul> <li>Condensed team data down and changed it to a numerical indexed list</li> <li>Updated initial team, and added allowing selection of teams on start screen&quot;</li> </ul> <p>0.55 </p> <ul> <li>Updated mini-map to be a bit larger to make it easier to see baserunner status</li> <li>Added hit by pitch and subsequent advance by batter</li> <li>Audio adjusts and new sounds</li> </ul> <p>0.5</p> <ul> <li>Initial released version</li> </ul> https://www.lexaloffle.com/bbs/?tid=148262 https://www.lexaloffle.com/bbs/?tid=148262 Sat, 05 Apr 2025 19:56:38 UTC Pyro : World Espionage <p> <table><tr><td> <a href="/bbs/?pid=158422#p"> <img src="/bbs/thumbs/pico8_picopyro-20.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=158422#p"> picopyro</a><br><br> by <a href="/bbs/?uid=25862"> tmirobot</a> <br><br><br> <a href="/bbs/?pid=158422#p"> [Click to Play]</a> </td></tr></table> <br /> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/25862/2_pyro_30.gif" alt="" /><img loading="lazy" style="margin-bottom:16px" border=0 src="/media/25862/pyro_34.gif" alt="" /></p> <h1>-= PYRO : World Espionage =-</h1> <h2>OVERVIEW</h2> <p>Spread chaos as a secret agent on a vital mission of destruction. Infiltrate sites around the world to recover or destroy top secret files, then burn the evidence as you make your escape. How far can you go?</p> <p>Based on the DOS game Pyro II (itself based on the Apple II game Firebug).</p> <h2>INSTRUCTIONS</h2> <p>Shortly after entering a floor, your Fuse will ignite - use it to burn as much as you can before making your way down the exit stairs.</p> <ul> <li>Use Gas Canisters to spread gasoline, or leave them behind to cause explosions</li> <li>Only some walls burn, others cannot be burnt, though they can be exploded</li> <li>The staircase can only be entered from the right side, regardless whether the walls around it are burned down.</li> <li>Your Fuse will burn slower the more fire currently in the level - use this to your advantage to give yourself extra room to maneuver. </li> <li>The starting delay for your Fuse igniting is determined by your Fuse length at the end of the previous level.</li> <li>Touch any fire and you'll instantly Mission Fail.</li> </ul> <h2>CONTROLS</h2> <ul> <li> <p>X - Hold to pick up a Gas Canister when walking over it.<br /> NOTE: After you have exited the floor or died, you can hold X to speed up time.</p> </li> <li>O - Drop Gas Canister. If moving, you will spill out the gasoline, causing it to spread wildly. If standing still, you will randomly place the Canister on your tile. If fire touches a Canister, it will explode.</li> </ul> <h2>SCORING</h2> <ul> <li>Explode a Gas Canister - 100</li> <li>Spill a Gas Canister - 50</li> <li>Recover Intel - 500</li> <li>Burn Intel - 100</li> <li>Burn a wall - 10/tile</li> <li>Burn all walls - 5000</li> <li>Explode a safe wall - 10/tile</li> </ul> <h2>INTEL</h2> <p>Intel is picked up by walking over the asset. They can also be burned.</p> <p>There are three types of Intel:</p> <ul> <li>Confidential (Grey) - Can be left behind with no negative effect.</li> <li>Secret (Orange) - Mission Fail if you don't recover or burn before leaving the floor.</li> <li>Top Secret (Yellow) - Mission Fail if you don't recover before leaving the floor.</li> </ul> <h2>SAFES</h2> <p>Some Intel may be locked in a safe. A Gas Canister explosion is the only way to open a safe.</p> <h2>LOCKED DOORS</h2> <p>Some floors may have the exit staircase blocked by a locked door. Find the door's control button and touch it to open the door.</p> <h1>VERSION HISTORY</h1> <p>V1.0</p> <ul> <li>Release version</li> </ul> <p>V0.71</p> <ul> <li>Changed building colors to have a consistent color progression, to make it easier to understand how deep into the mission you are.</li> <li>Updated main menu layout for clarity.</li> <li>Reformatted the Field Agent Manual layout and added credits and game info.</li> <li>Gave the Agent a little face because it's funnier to watch him zoom around.</li> </ul> <p>V0.70</p> <ul> <li>Added a tutorial demo that auto-plays through a level showing basic game concepts.</li> <li>Updated the Field Agent Manual with details on wall types and how buildings get more difficult as the mission progresses.</li> </ul> <p>V0.66</p> <ul> <li>Exploding a safe now gives bonus score for each safe wall, to encourage opening a safe even if you can't reach the document inside.</li> <li>High Scores are now marked with (complete) if you finished all buildings and completed the mission.</li> <li>Updated Mission Debrief ending text to be more specific about type of failure.</li> <li>Added support for spawning pre-made levels in buildings (not yet used).</li> </ul> <p>V0.65</p> <ul> <li>Fixed a crash bug that occurred after clearing final level.</li> <li>Fast Forward prompt is now hidden while holding fast forward.</li> </ul> <p>V0.64</p> <ul> <li>Added difficulty levels (in progress on exact settings), and per-difficulty high scores.</li> </ul> <p>V0.63</p> <ul> <li>Changed how some wall layouts are constructed to provide better overall pathing for basic layouts.</li> <li>Updated the main menu to use selection interface.</li> <li>Updated instructions to allow page up/down, and improved formatting.</li> <li>Added temp high score screen (high scores will be split by difficulty later).</li> </ul> <p>V0.62</p> <ul> <li>Added ability to see floor layout before starting.</li> <li>Updated stair graphics to make them more obvious as an exit, and darkened player as they go downstairs.</li> <li>Add fast forward indicator after dying or exit.</li> <li>Added some other floor color variants for testing.</li> <li>Adjusted how the amount of fuse carried over between floors is calculated.</li> <li>Fixed a bug where you could walk out of the map in the lower corners.</li> <li>Fixed a bug where fuses covered by gasoline would not be cleaned up when calculating fuse length for end of level carryover.</li> <li>Fixed a bug where the Burned % was not being displayed at end of level.</li> </ul> https://www.lexaloffle.com/bbs/?tid=145784 https://www.lexaloffle.com/bbs/?tid=145784 Fri, 29 Nov 2024 00:05:51 UTC Bun Bun Samurai <h2> <table><tr><td> <a href="/bbs/?pid=136245#p"> <img src="/bbs/thumbs/pico8_bunbunsamurai-13.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=136245#p"> bunbunsamurai</a><br><br> by <a href="/bbs/?uid=25862"> tmirobot</a> <br><br><br> <a href="/bbs/?pid=136245#p"> [Click to Play]</a> </td></tr></table> <br /> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/25862/bunbun1.gif" alt="" /><img loading="lazy" style="margin-bottom:16px" border=0 src="/media/25862/bunbun2.gif" alt="" /><br /> BUN BUN SAMURAI</h2> <h2>Overview</h2> <p>The Hero, weary of fighting in the endless wars fueled by squabbling nobility, wanders across a countryside overridden by bandits and wild ronin. He hopes only to return to the peaceful village he once called home. Wherever he goes, he protects the weak and helpless, leaving no evil unbloodied.</p> <h2>Gameplay</h2> <ul> <li>Movement - Directional buttons.</li> <li>Attack - Press direction and [O] button. </li> </ul> <p>Attacking and Combos</p> <ul> <li>Killing an enemy grants the Hero Prestige.</li> <li>Enemies are not killed by direct attacks - only by knocking them into other enemies or objects. Knocking an enemy into more enemies or objects causes a combo chain worth more Prestige for each impact.</li> <li>After an attack, the Hero must recover for a moment before another attack can be performed. He will raise his sword when he is ready to attack again. </li> <li>If only one enemy remains, the Hero can kill them with a direct attack (Final Strike).</li> </ul> <p>Damage</p> <ul> <li>The Hero can take two hits before dying.</li> <li>If the Hero finishes a season undamaged, bonus Prestige is granted.</li> </ul> <h2>Enemies</h2> <p>Enemies seek to kill the Hero. </p> <ul> <li>As years pass, new enemy types appear and more enemies roam the countryside at once. </li> <li>Enemies that are impacted but not killed grow angrier, increasing their movement and attack speed until they settle down.</li> </ul> <p>Enemy Types</p> <ul> <li>Orange Bandit - (Year 1) - Wanders randomly. Will strike if the Hero is nearby.</li> <li>Yellow Ronin - (Year 1) - Seeks the Hero, striking if he is nearby.</li> <li>Pink Ronin - (Year 2) - Throws daggers at the Hero.</li> <li>Red Bandit - (Year 3) - Wanders until the Hero is near, then lights his bomb and chases the Hero. Explodes if hit, so indirect attacks are best.</li> <li>Grey Boss - (Year 7) - Seeks the Hero speedily. Can only be killed with a Final Strike at the end of a level.</li> </ul> <h2>Villagers</h2> <p>Villagers wear green clothing, and run in panic through the countryside.</p> <ul> <li>If touched, the villager will be saved, granting Prestige. </li> <li>Villagers that have been bumped into grow more upset, and are worth less points until they settle down.</li> <li>If a villager is killed by an enemy, the Hero loses Prestige.</li> </ul> <h2>Objects</h2> <p>A variety of objects can be found across the countryside.</p> <ul> <li>White Hazard Spikes - Damage the Hero.</li> <li>Chests, rocks, and vases - Can be kicked into enemies, or used to damage enemies that are kicked into them. Some objects break when impacted.</li> <li>Melons - Regenerate the Hero's lost health, as well as giving Prestige.</li> </ul> <h2>Difficulty Levels</h2> <p>Difficulty Level can be adjusted on the title menu. </p> <ul> <li>Easy - Enemies only damage Hero during their attack animation.</li> <li>Normal - Enemy touches now also deal damage to Hero.</li> <li>Hard - Hero can only take one hit before being defeated.</li> <li>Insane - If a villager is killed, the Hero is defeated.</li> </ul> <h2>Rush Mode</h2> <p>Each Difficulty Level can be played in Standard Mode, or Rush Mode. In Rush Mode, the Hero only has a set amount of time to defeat the enemies in each season. Separate High Scores are saved for Rush Mode.</p> <h2>Version History</h2> <p>1.3a [Save Games Reset]</p> <ul> <li>Changed score internally to use smaller numbers, to make sure very high scores don't overrun pico-8 integer limit.</li> <li>Added bonus prestige for reaching Home, to ensure returns Home have higher prestige score than base runs.</li> <li>Changed dagger graphics back to arrows</li> <li>Added more sounds and polished others.</li> </ul> <p>1.2b</p> <ul> <li>Removed penalty to movement speed and recovery when injured, as it was subtle and just felt like lag or delay to the normal pacing feel.</li> <li>Removed short ramp up time on movement, for more reactive controls</li> <li>Slightly increased invulnerability time after taking damage.</li> <li>Adjusted colors for indoor daytime maps.</li> <li>Added some more sound effects (in progress)</li> </ul> <p>1.2a</p> <ul> <li>Added Rush Mode for each Difficulty Level. In Rush Mode, the Hero only has a set amount of time to defeat the enemies in each season. </li> <li>Invalidated save data, due to restructuring saves to accommodate Rush Mode saves for each Difficulty Level.</li> </ul> <p>1.1a</p> <ul> <li>Changed Hero's movement so that he immediately stops after directional input is released, making for more precise controls.</li> <li>Added a new Enemy Type - Grey Boss (Chance to spawn starting in year 7, can only be killed by a final strike at the end of a level).</li> <li>Reduced the amount of enemies and villagers that are added per year, to make it easier to reach later years and make progression feel like less of a slog.</li> <li>Increased the size of Melon collision to make it easier to grab on the go.</li> <li>Lowered Indoor Chance from 50% to 25%, giving the Hero more room to breathe.</li> <li>Lowered Weather Chance from 50% to 25%, making it more of a unique event.</li> <li>Removed Weather and Indoor areas from Year 1, so players get to see all the clean levels before adding complexity.</li> <li>Removed Lightning Flashes from the rain Weather type, as it can be irritating visually and spends a fair amount of tokens for a rare event.</li> <li>Fixed a bug where thrown daggers could hit flying enemies, causing a combo interrupt.</li> </ul> <p>1.0a</p> <ul> <li>Fixed a bug where unbreakable objects in a combo chain would reset the chain, instead of just not counting as part of the combo.</li> </ul> <p>1.0</p> <ul> <li>Added a proper end game screen, allowing the Hero to return home.</li> <li>Added per-difficulty level high scores, which are now shown on page 3 of info screen. <ul> <li>Removed bonus score per enemy kill from difficulty setting.</li> <li>Cleared previous versions high scores (balance and compatibility requirement)</li> </ul></li> <li>Hazards now have the same wider collision that enemies do when checking against flying enemy impacts. <ul> <li>Hazards and enemies retain their smaller collision when checking against player touch.</li> </ul></li> <li>Added more gameplay info to the info screens.</li> <li>Object now get bloodied when enemies are killed against them.</li> <li>Fixed thrown daggers causing &quot;stumbled into death&quot; ending instead of &quot;slain in combat&quot;.</li> </ul> <p>0.6a </p> <ul> <li>Adjusted spawn rates for villagers and enemies over the years so there's fewer base enemies, making for faster early gameplay and less slog just to get to new enemy types.</li> <li>Added bonus score for killing enemies based on difficulty level, so harder difficulties have higher potential scores</li> <li>Swapped the rules for Hard and Hell difficulties, so Hard is now 1 hit death for Hero, and Hell adds game over for a villager getting killed.</li> <li>Added high score saving</li> <li>Added second page of Help screen, showing basic combat rules and difficulty settings information</li> <li>Added some placeholder music cues</li> <li>Fixed a bug where starting a level with camera shake active could cause bad object positions</li> </ul> <p>0.5b </p> <ul> <li>Added first pass Help screen.</li> </ul> <p>0.5a </p> <ul> <li>Adjusted color schemes, added title screen, called out impacts and score text more clearly</li> </ul> https://www.lexaloffle.com/bbs/?tid=54707 https://www.lexaloffle.com/bbs/?tid=54707 Sun, 22 Oct 2023 18:11:22 UTC Shōbu - 2 Player Strategy Boardgame <p> <table><tr><td> <a href="/bbs/?pid=85909#p"> <img src="/bbs/thumbs/pico8_tmirobot_shobu-2.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=85909#p"> Shobu 1.0</a><br><br> by <a href="/bbs/?uid=25862"> tmirobot</a> <br><br><br> <a href="/bbs/?pid=85909#p"> [Click to Play]</a> </td></tr></table> <br /> Pico8 implementation of the boardgame &quot;Shōbu&quot; by Manolis Vranas and Jamie Sajdak.</p> <h1>OVERVIEW</h1> <p>In Shōbu, the play area is divided into four boards. The goal of the game is to push all of your opponent's pieces off of any one of the four boards.</p> <p>The two boards on your side of the play area are known as your HOME BOARDS.</p> <h1>YOUR TURN</h1> <p>On your turn, you must make two moves: first, a PASSIVE move, and then an ACTIVE move.</p> <h2>PASSIVE MOVE</h2> <p>For your PASSIVE move, you may only select a piece from one of your HOME BOARDS.</p> <ul> <li>You may move this piece up to 2 spaces in any direction.</li> <li>During your PASSIVE move, you may NOT push any other pieces.</li> </ul> <h2>ACTIVE MOVE</h2> <p>For your ACTIVE move, you must repeat your PASSIVE move with one of your pieces on an OPPOSITE-COLORED board.</p> <ul> <li>During your ACTIVE move, you MAY push your opponent's pieces. </li> <li>Pieces pushed off of the board are lost forever.</li> </ul> <h1>PAUSE MENU OPTIONS</h1> <ul> <li>UNDO: Use the Undo menu to undo mistakes, or play the game backward or forward in its entirety.</li> <li>TOGGLE LABELS: Show row/column labels for aiding in asynchronous play</li> <li>INSTRUCTIONS: Full instructions with visual examples are included in the pause menu.</li> <li>THEMES: Choose from a variety of visual themes for the board and pieces -- or build your own!</li> <li>FORFEIT: Give up the current game.</li> </ul> https://www.lexaloffle.com/bbs/?tid=40980 https://www.lexaloffle.com/bbs/?tid=40980 Tue, 29 Dec 2020 23:16:42 UTC Little Space Rangers <p> <table><tr><td> <a href="/bbs/?pid=46149#p"> <img src="/bbs/thumbs/pico8_werugipano-12.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=46149#p"> Little Space Rangers v1.61</a><br><br> by <a href="/bbs/?uid=25862"> tmirobot</a> <br><br><br> <a href="/bbs/?pid=46149#p"> [Click to Play]</a> </td></tr></table> <br /> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/25862/lilspace_15.gif" alt="" /><img loading="lazy" style="margin-bottom:16px" border=0 src="/media/25862/lilspace_16.gif" alt="" /></p> <h1>LITTLE SPACE RANGERS</h1> <p>Journey across the stars, crashing your Star Cruiser into a series of increasingly dangerous, procedurally generated planets as you attempt to make your way back Home. Explore hazardous surfaces, rescue your stranded crew, salvage lost cargo, and zap hordes of enemies. Will you be consumed by a slime, zapped by an enemy blaster, boiled in acid, or burnt to death by a toxic atmosphere?</p> <h2>CONTROLS</h2> <ul> <li>Arrow Keys/Directional Pad - Move</li> <li>[Z] - Jump (tap, or hold for higher jumps)</li> <li>[X] - Use Held Item</li> <li>[Down] + [X] - Pick up / Swap Item</li> </ul> <h2>PLANETS</h2> <p>As you delve deeper into space, the planets will get more difficult:</p> <ul> <li>Increasing in size</li> <li>Adding more difficult room layouts and variations</li> <li>Increasing the chance for high gravity</li> <li>Unlocking new hazardous biomes (including burning lava planets, sliding ice planets, and rare toxic atmospheres!)</li> <li>Adding more challenging enemy variants</li> <li>Adding more enemy crew</li> <li>Reducing the number of useful items </li> </ul> <p>While the first few planets might not cause you much trouble, by the time you reach Home, you'll need the skills and bravery of a true Space Ranger to survive!</p> <h2>ITEMS</h2> <p>As you explore the surface of a planet, you'll discover several types of useful items you can pick up. All items use Energy to activate.</p> <ul> <li>Pulse Gun - Shoots an energy beam that can kill enemies</li> <li>Transport - Use this item near a friendly crew member to beam them to the ship for bonus score</li> <li>Vita-Heal - Use this item to restore lost Health.</li> </ul> <h2>SPECIES</h2> <p>Humans are boring! While they're the most common species in the Space Rangers, the other sentient species have special bonuses to help in their adventures. Along with all the random features of each planet, you'll need to accustom yourself to the unique ability of your randomly chosen cadet.</p> <ul> <li>Humans - Gain bonus points when securing cargo</li> <li>Greebo - Consume less energy when using items</li> <li>Fuzzi - Jump higher</li> <li>Demi - Run faster</li> <li>Robo - Damage Reduction</li> </ul> <p>Can you reach your Home Planet with a cadet from every species?</p> <h2>SCORE</h2> <p>There are several ways to earn score as you traverse a planet's surface:</p> <ul> <li>Bopping enemies</li> <li>Zapping enemies</li> <li>Securing cargo</li> <li>Transporting friendly crew off the surface</li> <li>Completing levels</li> <li>Blasting off from the planet in a new Star Cruiser</li> <li>Several secret bonuses you'll need to discover!</li> </ul> <h2>CREDITS</h2> <p>Game design, programming, and terrible sfx by tmirobot. Follow on Threads for more game dev postings.</p> <p>Uses portions of @matthughson's Advanced Micro Platformer library, which can be found here <a href="https://www.lexaloffle.com/bbs/?pid=46229">https://www.lexaloffle.com/bbs/?pid=46229</a>.​</p> <h2>CHANGE LOG</h2> <h3>v.1.61</h3> <p>Planets</p> <ul> <li>Massively increased the chance (1% -&gt; 25%) of getting a special level section at the start of the 2nd part of a 2-part planet (2-part planets can start appearing at Planet 4)</li> </ul> <h3>v.1.6 (High Score Reset)</h3> <p>Planets</p> <ul> <li>Changed the final planet to be the 9th planet instead of 10th</li> <li>Added stars in the background of low gravity planets</li> <li>Changed toxic damage particle to use same color as the toxic level indicator</li> </ul> <p>Characters</p> <ul> <li>Changed Robo species from having extra health to reducing damage and resistant vs. toxic atmosphere</li> <li>Added helmets to characters when they are on low gravity (no atmosphere) planets</li> </ul> <p>HUD</p> <ul> <li>Rearranged for a better overall layout</li> <li>Changed the names of items so they have a consistent length for better HUD layout</li> <li>Added indicator to highlight if liquid will instakill (using planet temperature indicator)</li> </ul> <p>Help Screens</p> <ul> <li>Added up/down page cycling</li> </ul> <h3>v.1.5</h3> <ul> <li>Added new planet visuals for low and high gravity of each of the 4 biome types, so it's easier to immediately recognize biome + gravity type</li> <li>Changed friendly crew to always wear blue and enemy crew to always wear red, to make it easier to differentiate them.</li> <li>Added splash effects when landing in or taking damage in liquids</li> <li>Added a help page describing Planetary and Objective bonuses</li> <li>Lots of code cleanup and compression to make room for new additions, but code should still be fairly legible</li> </ul> <h3>v.1.4</h3> <ul> <li>Added a species trait for Humans (extra score when securing cargo)</li> <li>Rearranged the HUD to show player's score even while on a planet</li> <li>Added instructions screens</li> <li>Smashed functions into code blocks and removed some comments to make more token and character room.</li> </ul> <h3>v1.3</h3> <p>--- GAMEPLAY ---</p> <ul> <li> <p>Lowered the number of screens per planet, and randomized the chance of extra screens on later planets instead of always having them be bigger, which:<br /> 1) makes the game easier<br /> 2) varies up the landscape more frequently<br /> 3) presents the player with a win feeling more often, making the game more fun overall.</p> </li> <li>Removed the increase in enemy hit points on later planets, as, with no visual indicator, it's confusing and not fun to discover deep into a run.</li> <li>Removed the need to press up to enter the ship, removing the need to learn another action</li> <li>Fixed a bug where your high score wouldn't be updated when you win the game</li> <li>Changed screen clear score to take into account planet difficulty</li> <li>Changed score to not be stored as decimals, as score should never get close to 32k and conversion used tokens. Forced new save version to _13, to clear old scores as this and gameplay changes make old scores meaningless.</li> </ul> <p>--- VISUALS ---</p> <ul> <li>Adjusted the HUD window size so that the full vertical play area can be seen properly</li> <li>Added a HUD prompt when near an item, instructing the player on how to pick it up</li> <li>Adjusted the title screen to be centered better, shifting all status displays a little higher</li> <li>Added random flavor text dialog strings to the crash sequence</li> <li>Added flavor text dialog strings that describe the overall difficulty of a planet upon landing</li> <li>Added ability to specify a blood color for death particles (robots no longer bleed!)</li> <li>Renamed the &quot;talk-o-tron&quot; to &quot;tele-tron&quot;, to better match its concept</li> </ul> <p>--- AUDIO ---</p> <ul> <li>Added a sound effect when entering the ship at the end of a planet</li> <li>Added a sound effect for the Planet: Cleared banner</li> </ul> <p>--- CODE ---</p> <ul> <li>Updated the include pico-8 package to v0.2.0i (netting some free tokens!)</li> <li>Added back in code comments I had to remove a long time ago for .png format space and reorganized code for better readability</li> <li>Recaptured a bunch of tokens through various methods (multiple if chains converted to &quot;if ands&quot;, some ifs that weren&rsquo;t necessary (nil checks when nil is ok), a few missed multiple assignment lines, a few unnecessary assignments in reset() and other functions, a few never-used code paths (extensibility that was never used or generic functions that are only called in one place), and other assorted cleanups.</li> </ul> https://www.lexaloffle.com/bbs/?tid=30232 https://www.lexaloffle.com/bbs/?tid=30232 Sat, 11 Nov 2017 19:06:15 UTC