amatkins [Lexaloffle Blog Feed]https://www.lexaloffle.com/bbs/?uid=49119 Marble Warble <p> <table><tr><td> <a href="/bbs/?pid=161090#p"> <img src="/bbs/thumbs/pico8_amatkinsdrmmm-2.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=161090#p"> Marble Warble</a><br><br> by <a href="/bbs/?uid=49119"> amatkins</a> <br><br><br> <a href="/bbs/?pid=161090#p"> [Click to Play]</a> </td></tr></table> </p> <h3>Introduction</h3> <p>Mary Raleigh (Dr. Roly Poly), a whimsical professor of robotics engineering, has developed a game to teach her students concepts in automation. The aim of the game is to guide a marble through a maze using only a small set of context-based rules. You can try to solve the various challenges she&rsquo;s devised or make your own!</p> <h3>Control Terminology</h3> <p>Term................controller / keyboard / mouse</p> <p>Navigation..........d-pad / arrow keys / mouse<br /> Primary button......O button / Z or C key / left mouse button<br /> Secondary button....X button / X or V key / right mouse button<br /> Menu button.........options button / enter key / middle mouse button</p> <h1>Quick Guide</h1> <p>The main game is a series of challenges available from the main menu. Open challenges will appear with a name and illuminated preview. Simply press the primary button to play it. Completing unfinished levels will unlock new ones.</p> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/49119/start_level.gif" alt="" /> <p>While inside a challenge, the game board is divided into a grid. After each step of the simulation, the grid will shift.</p> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/49119/grid_shifting.gif" alt="" /> <p>The grid cell that contains the marble is the marble&rsquo;s context. This context is used for the table on the right. During a step in the simulation, the marble context on the left will result in the configuration on the right.<br /> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/49119/marble_context.png" alt="" /> ➡️ <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/49119/context_rule.png" alt="" /> ➡️ <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/49119/context_result.png" alt="" /></p> <p>Please note that each entry in the table has rotational symmetry. That means, that each entry covers four possible scenarios.<br /> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/49119/orientation_1.png" alt="" /> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/49119/orientation_2.png" alt="" /> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/49119/orientation_3.png" alt="" /> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/49119/orientation_4.png" alt="" /></p> <p>Each entry has an icon to the left that determines something about the entry:<br /> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/49119/default.png" alt="" /> This entry is set by the game, but can be changed by the player<br /> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/49119/required.png" alt="" /> This entry needs to be set by the player before it can be used<br /> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/49119/locked.png" alt="" /> This entry is set by the game and cannot be changed by the player<br /> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/49119/fail.png" alt="" /> If the marble is in the context of this entry, the challenge is failed</p> <p>To run the simulation use the primary button on the play icon to the left. To pause the simulation use the primary button on the pause icon in the same place. To run a single step of the simulation, use the secondary action on the play icon.</p> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/49119/toolbar_1.png" alt="" /> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/49119/toolbar_2.png" alt="" /> <p>Other options available on this toolbar are:</p> <ul> <li>changing the speed of the simulation</li> <li>resetting the marble (primary button) or resetting the whole challenge (secondary button)</li> <li>edit the challenge</li> <li>exit the challenge</li> </ul> <p>Solving challenges requires setting the entries in the table on the left in such a way that the marble will roll to the goal when running the simulation.</p> <p><em>There is almost no guidance within the game so it&rsquo;s highly encouraged to discover the mechanics for yourself through experimentation. However, a full description is provided in the manual below.</em></p> <h1>Manual</h1> <h2>Main Menu</h2> <p>From the main menu you can play or edit any of the levels as well as add new levels. Levels created or added by the player can also be deleted from here.</p> <p><strong>Controls</strong></p> <ul> <li>Navigation controls to move to a selection (mouse uses the scroll wheel)</li> <li>Primary button to play the selected level</li> <li>Secondary button to edit the selected level</li> <li>Menu button to open the console menu</li> </ul> <h2>Playing Levels</h2> <p>Completing the provided levels will progressively unlock new ones. Two levels past the highest completed level will be available so you may skip one if you are having difficulty completing it. Player-made levels are always available, but they must contain a start to be playable and a goal to be completable.</p> <p>To start the marble rolling, press the play button on the right side. At each turn, the simulation will decide where to move the marble using the rules listed to the right of the map. A rule pairs a pattern of open and blocked tiles with an action for the marble to take. The marble can either move to one of the open tiles in the pattern or change its color. ?Each color follows a different set of rules.</p> <h3>Defining Rules</h3> <p>Rules associate an input (left of the arrow) with an output (right of the arrow). Using the primary button on the output will change where the marble goes. Using the secondary button will change what color the marble will be. Rules can only be changed while the simulation is paused. If the simulation comes across an empty rule while running, it will automatically pause, and it won&rsquo;t continue until that rule has been defined. There are four kinds of rules indicated by an icon to the left of the rule. These change how the rule behaves.</p> <ul> <li>Empty circle rules can be edited and start undefined</li> <li>Filled circle rules can be edited and start already defined</li> <li>Locked rules cannot be edited and will always take the same action</li> <li>&ldquo;X&rdquo; rules cannot be edited and will cause a game over if they are used by the simulation</li> </ul> <p>To the left of the rules is a tab with a colored number. Using the primary or secondary buttons on this tab will change which ruleset is being viewed. There is one ruleset per color. Below the tab is a circular arrow. Using the primary or secondary buttons on this arrow will rotate the orientation that the rules are viewed in but not change how they behave.</p> <h3>Statuses</h3> <p>Below the list of rules is a box with stats about the current simulation run. These include the number of unique rules used (marked with a rule symbol) and the number of turns taken (marked with a footsteps symbol). A rule is counted on the first use after it has been defined or re-defined. A turn is counted each time one is completed even if the marble has not moved.</p> <h3>Play Menu</h3> <p>To the right of the stats box is a menu with the following options:</p> <ul> <li>Play/Pause simulation: primary button to toggle, secondary button to do a single step</li> <li>Simulation speed: primary button to increase, secondary button to decrease</li> <li>Restart &ndash; Primary button to reset the map, secondary button to reset the whole level</li> <li>Build mode &ndash; Primary button to enter build mode</li> <li>Exit - Primary button to return to the main menu</li> </ul> <h2>Building Levels</h2> <p>Any level can be edited using build mode, but only the three slots included for player-made levels can be permanently saved. Any other changes will be reverted when the game is closed. Furthermore, completion of edited levels does not count towards progression, but clearing the changes from the console menu will allow the level to count towards completion. If the level was already completed before editing it, making changes will not invalidate the completion status.</p> <h3>Initial Map Layout</h3> <p>On the left is the canvas for drawing the initial state of the level map. The primary and secondary buttons can be used to place their respective tiles. In the lower right corner is a palette of the different tiles that can be used. The primary and secondary buttons can be used to select their respective tiles.<br /> The palette contains two pages that can be swapped using the tab to the right. The second page contains alternate versions of the tiles present on the first page with a few exceptions.</p> <p><strong>Page One</strong></p> <ul> <li>Floor and Wall: basic tiles that allow or prevent passage</li> <li>Timed Gate: alternates between passable and impassable on an interval defined in the settings</li> <li>Gate 1: alternates between passable and impassable when either a button or raised toggle is pressed</li> <li>Locked Gate 1: alternates between passable and impassable when all key buttons are pressed</li> <li>Toggle Button 1: alternates each time a button 1 or raised toggle 1 is pressed</li> <li>Button 1: activates gates 1 and toggles 1 each time its pressed</li> <li>Key Button 1: activates locked gates 1 when all are pressed</li> <li>Skull: causes a game over when touched</li> <li>Goal: completes the level when touched</li> <li>Portal 1: instantly transports the marble when touched. Limited to two per level</li> <li>Start: initial location of the marble</li> </ul> <p><strong>Page Two</strong></p> <ul> <li>Trap gate: alternates between passable and impassable when the marble leaves it</li> <li>Elevator: raises or lowers the marble when touched. Impassible if the marble is on the other elevation</li> <li>Reset: returns the marble to its last checkpoint</li> <li>Checkpoint: changes marble&rsquo;s spawn point when touched</li> <li>Release: toggles all trap gates</li> </ul> <p>The following are the same as their page one counterparts but react independent to them.</p> <ul> <li>Gate 2</li> <li>Locked Gate 2</li> <li>Toggle Button 2</li> <li>Button 2</li> <li>Key Button 2</li> <li>Portal 2</li> </ul> <h3>Initial Rules</h3> <p>Above the palette are the initial rules for the level. The left column is the type of each rule which can be changed with the primary button. The meaning of the four rule type symbols can be found in the play section of this manual. The right column is the output of the rule. The marble location is changed with the primary button and the marble color is changed with the secondary button. The tab to the right changes which ruleset is being viewed (one per color). The circular arrow below the tab changes the orientation that the rules are being viewed in. </p> <h3>Level Settings</h3> <p>Cycling the rules tab to the end reveals the level settings. There are six settings that affect the gameplay of a level.</p> <ul> <li>Timer interval (0-7): determines how many turns are skipped before the timed gates are toggled</li> <li>Time interval offset (0-timer interval): determines how many turns are skipped before the first timer-triggered toggle</li> <li>States (1-4): how many marble colors (and thus how many rulesets) are allowed in the level</li> <li>Initial grid position (1-4): aside from the starting position of the grid, this setting also determines which of the two positions the grid alternates between</li> <li>Max rule count (0-127): maximum number of rules used before a game over, a value of 0 means there is no limit</li> <li>Max turn count (0-127): maximum number of turns before a game over, a value of 0 means there is no limit</li> </ul> <h3>Edit Menu</h3> <p>On the right side of the screen is a menu with the following options:</p> <ul> <li>Level code: primary button to view/copy the code for the current level (only includes saved changes), secondary button to import a level from a code (only available for the 3 player-editable levels)</li> <li>Save level: primary button to save a temporary copy of the level, secondary button to save permanent changes to the level (only available for the 3 player-editable levels)</li> <li>Play: primary button to exit build mode and play the level (UNSAVED CHANGES WILL BE LOST)</li> <li>Exit: primary button to return to the main menu (UNSAVED CHANGES WILL BE LOST)</li> </ul> <p><em>The ability to import from a code expands the number of levels you can save from just the three built-in slots to as many levels as you want. You can either store the codes in a text file or write them down, and when you wish to edit them: import the code, make the desired changes, save the level, and copy the new code. When importing from a code, whatever was already in the level will be lost so if it is something important remember to copy its code as well.</em></p> <h2>Adding Levels</h2> <p>Aside from the levels provided with the game, players can also share levels they&rsquo;ve created using codes. How to get a level&rsquo;s code will be discussed in the section on building levels. To add levels using these codes, select the &ldquo;Load Level&rdquo; option from the main menu. A screen will appear where you can either manually enter the code or paste it into the game (if your system allows it). Multiple levels can be pasted into this screen at once so long as they are on separate lines. However, only the first level of the group will appear in the code window. New levels will be added to the end of the list on the main menu. The name of the level cannot be changed from this screen; a text editor is required to change the name of a custom level.</p> <p><strong>Controls</strong></p> <ul> <li>Navigation controls to move the cursor</li> <li>Primary button to increment values in the code</li> <li>Secondary button to decrement values in the code</li> <li>Primary button on the &ldquo;O&rdquo; icon to confirm code</li> <li>Secondary button on the &ldquo;X&rdquo; icon to return to the main menu</li> <li>Use your system&rsquo;s &ldquo;paste&rdquo; command to paste a code from the clipboard to the game</li> </ul> <h2>Deleting Levels</h2> <p>The temporary changes made to a level can be reverted from the main menu by selecting the &ldquo;Revert Changes&rdquo; option on the console menu. This option will say &ldquo;No Changes&rdquo; if the level hasn&rsquo;t been modified.<br /> If one of the provided levels has been edited, and thus does not count towards completion, reverting the changes in this way will once again allow it to count when next completed.<br /> For player-made levels, pressing right on the d-pad or the right arrow key while on this option will change it to a permanent deletion option. It can be changed back by pressing left on the d-pad or the left arrow key. For the three built-in player levels, this option will clear the whole level. For levels added by the player, this option will remove it from the main menu.</p> <h2>Prior Versions</h2> <p> <table><tr><td> <a href="/bbs/?pid=161090#p"> <img src="/bbs/thumbs/pico8_amatkinsdrmmm-0.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=161090#p"> Dr. Raleigh's Marvelous Marble Mazes</a><br><br> by <a href="/bbs/?uid=49119"> amatkins</a> <br><br><br> <a href="/bbs/?pid=161090#p"> [Click to Play]</a> </td></tr></table> </p> https://www.lexaloffle.com/bbs/?tid=146755 https://www.lexaloffle.com/bbs/?tid=146755 Fri, 24 Jan 2025 19:57:06 UTC Water Reflection Demo <p> <table><tr><td> <a href="/bbs/?pid=113295#p"> <img src="/bbs/thumbs/pico8_sapuzujipe-1.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=113295#p"> Reflection Demo</a><br><br> by <a href="/bbs/?uid=49119"> amatkins</a> <br><br><br> <a href="/bbs/?pid=113295#p"> [Click to Play]</a> </td></tr></table> </p> <p>Example cart to test out reflections and water waving effects. Code is not necessarily optimal, but demonstrates the basic concept.</p> https://www.lexaloffle.com/bbs/?tid=48201 https://www.lexaloffle.com/bbs/?tid=48201 Sat, 18 Jun 2022 00:40:36 UTC Hedgerow Hazard Ver0.6 <p> <table><tr><td> <a href="/bbs/?pid=106992#p"> <img src="/bbs/thumbs/pico8_wuzimibura-14.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=106992#p"> Hedgerow Hazard Ver0.6</a><br><br> by <a href="/bbs/?uid=49119"> amatkins</a> <br><br><br> <a href="/bbs/?pid=106992#p"> [Click to Play]</a> </td></tr></table> </p> <p>In Hedgerow Hazard, you - a little white duck - must navigate mazes to rescue lost ducklings. Each one will give you a key to further open up the maze.</p> <p>In your way are a cast of monsters that will send you back to the beginning if they catch you.</p> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/49119/hedgerow_enemies.png" alt="" /> <p>To avoid these rambunctious rascals you must either time your movements carefully to slip past them...</p> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/49119/hedgerow_slip_mechanic.gif" alt="" /> <p>Or use a special power to rotate the world around you!</p> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/49119/hedgerow_rotate_mechanic.gif" alt="" /> <p>But this is no leisurely stroll! You're on the clock, and every second counts. If you don't save every duckling and make it to the exit in time, it's game over. Though any time remaining when you finish a course will be added to your score!</p> <p>If you can complete 4 courses, then you can play a bonus course. Just see for yourself where you go from there!</p> <h2>Controls</h2> <ul> <li>Arrow keys / D-pad / Joystick to move</li> <li>X key / button to rotate the tiles around you. Each press rotates a quarter turn clockwise. After a second, you can no longer rotate a spot. New spots cannot be rotated until the rotation cooldown is done.</li> </ul> <h2>Additional Credits:</h2> <p>Thank you to Grumpydev for the persistent high scores code snippet!</p> <h2>Change log:</h2> <ul> <li>Changed name to Hedgerow Hazard</li> <li>Removed flag, coin, and hourglass sprites/items</li> <li>Changed keys to ducklings</li> <li>Added enemy variant, environment variant, spawn point, rotation, and teleporting player sprites</li> <li>Changed floor palettes</li> <li>Added waggle to items in the stage</li> <li>Overhauled UI, game over and transition screens, and fade-in/out screening</li> <li>Rearranged and simplified drawing logic</li> <li>Overhauled how levels are built to ensure better quality</li> <li>Made levels square so that a single dimension variable may be used</li> <li>Increased spawning of fruit and change placement priority</li> <li>Increased spawning of enemeies and evenly disrtributed their placement</li> <li>Spawn point now marked with unique sprite</li> <li>Opening the exit now only requires collecting all ducklings</li> <li>Adjusted stage time limits</li> <li>Changed completion bonus to be the time remaining when finished and removed bonus time</li> <li>Changed bonus game to a small room that continuously spawns fruit</li> <li>Added timers and changed logic from frame-dependent to time-dependent</li> <li>Removed alternate control type</li> <li>Overhauled input handling and changed polling frequency</li> <li>Changed player movement to immediately jump to tile while screen scrolls to catch up</li> <li>Changed player animation to always run</li> <li>Removed manually teleporting</li> <li>Added tile rotation mechanic</li> <li>Rotation plays an animation and site of active rotation is marked by unique sprite</li> <li>Rotation has a limited life time and can only be modified at the start of that lifetime</li> <li>Duration of rotation effect is displayed at bottom of screen</li> <li>Unified separate grids into one grid with layers to better accommodate roation</li> <li>Changed enemy movement timing to accommodate sneaking</li> <li>Overhauled enemy AI to utilize a distance map radiating from the player</li> <li>Enemies reserve their spots so as to not clobber each other and to accommodate rotation mechanic</li> <li>Changed penalty for getting hit from a direct time deduction to being sent back to spawn</li> <li>Added invincibility frames when hit to avoid being repeatedly hit by same enemy</li> <li>Overhauled scoreboard logic, variables, drawing, and default scores</li> <li>Changed variable names for consistancy</li> <li>Added, changed, fixed, moved, and removed various functions to support all these changes</li> </ul> <h2>Older Versions:</h2> <h3>Important Note:</h3> <p>older versions that use the sub-nil syntax will no longer work</p> <h3>Old Controls:</h3> <p><strong>Movement:</strong><br /> Keyboard style 1 (default): SFED for quick hops, cursor/arrow keys for smooth movement<br /> Keyboard style 2: cursor/arrow keys for quick hops, SFED for smooth movement<br /> (Deprecated) Gamepad style: Tap d-pad for quick hops, hold for smooth movement<br /> (The control style can be changed in the menu)</p> <p><strong>Aiming:</strong><br /> Hold Z/W and tap directional keys (useful for shooting around corners)<br /> Smooth movement will also use hops instead when aiming.</p> <p><strong>Shoot:</strong><br /> X/Q</p> <p><strong>Portals</strong><br /> When standing in a portal, release all buttons then press:<br /> Z to cancel portal operation<br /> Left cursor/arrow key to go counterclockwise in the portal loop<br /> Right cursor/arrow key to go clockwise in the portal loop</p> <p>Version 0.5<br /> <table><tr><td> <a href="/bbs/?pid=106992#p"> <img src="/bbs/thumbs/pico8_wuzimibura-12.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=106992#p"> Hedgerow Ver0.5</a><br><br> by <a href="/bbs/?uid=49119"> amatkins</a> <br><br><br> <a href="/bbs/?pid=106992#p"> [Click to Play]</a> </td></tr></table> </p> <ul> <li>Massive code overhaul including rewriting the controls again (now utilizes the adjustable autofire delay to allow use of the default APIs)</li> <li>Removed Gamepad control scheme</li> <li>Interacting with portals now allows some control over destination (or whether you even want to use the portal at all)</li> <li>Stage exit is now always visible, but still only accessible when all keys have been collected and doors opened</li> <li>&quot;Par time&quot; for each level has been adjusted to account for changes in movement</li> <li>Number of coins now scales better with the size of the bonus stage</li> <li>Time allowed in bonus stage adjust to account for changes in movement and number of coins</li> <li>Number of enemies has been adjusted so that larger levels are more populated</li> <li>Number of shots has been fixed to twice the number of enemies</li> <li>Various fruits have been added as an additional source of points in each regular level</li> <li>Added indicators when a park/room contains keys/doors/hourglasses/enemies/fruit</li> <li>Removed game over screen</li> </ul> <p>Version 0.4<br /> <table><tr><td> <a href="/bbs/?pid=106992#p"> <img src="/bbs/thumbs/pico8_wuzimibura-7.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=106992#p"> Hedgerow Ver0.4</a><br><br> by <a href="/bbs/?uid=49119"> amatkins</a> <br><br><br> <a href="/bbs/?pid=106992#p"> [Click to Play]</a> </td></tr></table> </p> <ul> <li>Replaced level transition/pause with a fade out/in of the level and a results screen</li> <li>Added bonus level that appears once every 8 stages</li> <li>Added time bonus for completing levels quickly</li> <li>Renamed levels/rooms to parks/plots and colored score blue</li> </ul> <p>Version 0.3<br /> <table><tr><td> <a href="/bbs/?pid=106992#p"> <img src="/bbs/thumbs/pico8_wuzimibura-6.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=106992#p"> Hedgerow Ver0.3</a><br><br> by <a href="/bbs/?uid=49119"> amatkins</a> <br><br><br> <a href="/bbs/?pid=106992#p"> [Click to Play]</a> </td></tr></table> </p> <ul> <li>Smoothed player movement</li> <li>Added smooth movement and three control schemes (keyboard styles 1 and 2 and gamepad style)</li> <li>Teleportation now runs at a consistent speed rather than taking the same time regardless of distance</li> <li>Added animation to ghost movements</li> <li>More lenient with door placement so more map configurations are considered valid</li> <li>Removed inaccessible doors</li> </ul> <p>Version 0.2<br /> <table><tr><td> <a href="/bbs/?pid=106992#p"> <img src="/bbs/thumbs/pico8_wuzimibura-1.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=106992#p"> Hedgerow Ver0.2</a><br><br> by <a href="/bbs/?uid=49119"> amatkins</a> <br><br><br> <a href="/bbs/?pid=106992#p"> [Click to Play]</a> </td></tr></table> </p> <ul> <li>Fixed some issues with level generation</li> <li>Animated the wormhole sprites</li> <li>The camera now pans from the wormhole you entered to your new destination</li> </ul> <p>Version 0.1<br /> <table><tr><td> <a href="/bbs/?pid=106992#p"> <img src="/bbs/thumbs/pico8_wuzimibura-0.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=106992#p"> Hedgerow Ver0.1</a><br><br> by <a href="/bbs/?uid=49119"> amatkins</a> <br><br><br> <a href="/bbs/?pid=106992#p"> [Click to Play]</a> </td></tr></table> </p> https://www.lexaloffle.com/bbs/?tid=46600 https://www.lexaloffle.com/bbs/?tid=46600 Tue, 15 Feb 2022 18:22:44 UTC Another Toki Pona Flash Card System <p> <table><tr><td> <a href="/bbs/?pid=100630#p"> <img src="/bbs/thumbs/pico8_gumitenuso-0.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=100630#p"> TokiFlash v0.1</a><br><br> by <a href="/bbs/?uid=49119"> amatkins</a> <br><br><br> <a href="/bbs/?pid=100630#p"> [Click to Play]</a> </td></tr></table> </p> <p>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.</p> <p>Controls:<br /> Arrow keys to move.<br /> Z to confirm.</p> https://www.lexaloffle.com/bbs/?tid=45445 https://www.lexaloffle.com/bbs/?tid=45445 Mon, 22 Nov 2021 19:09:21 UTC Ossified v1.5 <p> <table><tr><td> <a href="/bbs/?pid=84821#p"> <img src="/bbs/thumbs/pico8_gemukabudo-9.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=84821#p"> Ossified 1.5</a><br><br> by <a href="/bbs/?uid=49119"> amatkins</a> <br><br><br> <a href="/bbs/?pid=84821#p"> [Click to Play]</a> </td></tr></table> </p> <p>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.</p> <h2>Directions:</h2> <ul> <li>Controls: <ul> <li>Arrow keys to move</li> <li>Z/C to jump</li> <li>X/V to do action</li> </ul></li> <li>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</li> <li>When you have multiple actions to choose from, the down arrow can be used to cycle through them</li> </ul> <h3>v1.5 Change Log:</h3> <ul> <li>Made death pits more obvious</li> <li>Changed color of hint arrow</li> <li>Fixed hitbox of attack</li> </ul> <hr /> <p> <table><tr><td> <a href="/bbs/?pid=84821#p"> <img src="/bbs/thumbs/pico8_gemukabudo-8.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=84821#p"> Ossified 1.4</a><br><br> by <a href="/bbs/?uid=49119"> amatkins</a> <br><br><br> <a href="/bbs/?pid=84821#p"> [Click to Play]</a> </td></tr></table> </p> <h3>v1.4 Change Log:</h3> <ul> <li>Elevators are now automatic; either always running or triggered by the player</li> <li>Re-did level design to better utilize ropes/vines and elevators <ul> <li>Ropes/vines are better for horizontal movement</li> <li>Elevators are better for vertical movement</li> <li>Some jumps have been made easier</li> </ul></li> <li>Made player attack reach further</li> <li>Player heals up to 6 hearts after beating bosses</li> </ul> <hr /> <p> <table><tr><td> <a href="/bbs/?pid=84821#p"> <img src="/bbs/thumbs/pico8_gemukabudo-7.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=84821#p"> Ossified 1.3</a><br><br> by <a href="/bbs/?uid=49119"> amatkins</a> <br><br><br> <a href="/bbs/?pid=84821#p"> [Click to Play]</a> </td></tr></table> </p> <h3>v1.3 Change Log:</h3> <ul> <li>The player now climbs ropes/vines from the side, and horizontal movement is limited while climbing</li> <li>While climbing: <ul> <li>Pressing left/right will flip to that side</li> <li>The player will jump in the opposite direction they are facing</li> <li>The player will attack in the direction they are facing</li> <li>If the player is on the ground and presses down and left or right, they will step off instead of jumping</li> </ul></li> <li>Boss projectiles will disappear immediately when a boss dies</li> <li>Added track to indicate that elevators go up and down</li> <li>Removed checkpoint tracker to free up memory space for other features</li> </ul> <hr /> <p> <table><tr><td> <a href="/bbs/?pid=84821#p"> <img src="/bbs/thumbs/pico8_gemukabudo-4.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=84821#p"> Ossified 1.2</a><br><br> by <a href="/bbs/?uid=49119"> amatkins</a> <br><br><br> <a href="/bbs/?pid=84821#p"> [Click to Play]</a> </td></tr></table> </p> <h3>v1.2 Change Log:</h3> <ul> <li>Fixed issue where bosses could cause damage at the end of their death animation</li> <li>Fixed issue where the player could fall through stairs/slopes</li> </ul> <hr /> <p> <table><tr><td> <a href="/bbs/?pid=84821#p"> <img src="/bbs/thumbs/pico8_gemukabudo-3.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=84821#p"> Ossified 1.1</a><br><br> by <a href="/bbs/?uid=49119"> amatkins</a> <br><br><br> <a href="/bbs/?pid=84821#p"> [Click to Play]</a> </td></tr></table> </p> <h3>v1.1 Change Log:</h3> <ul> <li>Added animation to projectile sprite</li> <li>Added damage sprite for graves</li> <li>Added hint arrow</li> <li>Slight tweaks to HUD</li> <li>Changed attack sprite and animation</li> <li>Changed level 3 theme</li> <li>Changed final boss sprite and animation</li> </ul> <hr /> <p> <table><tr><td> <a href="/bbs/?pid=84821#p"> <img src="/bbs/thumbs/pico8_gemukabudo-0.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=84821#p"> Ossified 1.0</a><br><br> by <a href="/bbs/?uid=49119"> amatkins</a> <br><br><br> <a href="/bbs/?pid=84821#p"> [Click to Play]</a> </td></tr></table> </p> https://www.lexaloffle.com/bbs/?tid=40601 https://www.lexaloffle.com/bbs/?tid=40601 Sun, 29 Nov 2020 06:14:03 UTC