Turbochop [Lexaloffle Blog Feed]https://www.lexaloffle.com/bbs/?uid=52360 Pico Hunt (Updated 5/12/25) <h3>I'm proud to announce my latest project:</h3> <h1>Pico Hunt!!</h1> <h1>Note: Basic gameplay loops currently in place for duck hunting and clay shooting</h1> <p> <table><tr><td> <a href="/bbs/?pid=0#p"> <img src="/bbs/thumbs/pico64_picohunt-5.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=0#p"> picohunt</a><br><br> by <a href="/bbs/?uid=52360"> Turbochop</a> <br><br><br> <a href="/bbs/?pid=0#p"> [Click to Play]</a> </td></tr></table> </p> <p>I wanted to try something much smaller in scope this time around; A game I can finish in a considerably quicker time frame. </p> <p>Why not Duck Hunt?</p> <p>Pico Hunt aims to bring the best of the NES and arcade VS. game together into one whole experience!</p> <h1>What I have so far...</h1> <ul> <li>All music and sound effects are in</li> <li>Almost all character art for the vanilla console experience. No VS. stuff just yet</li> <li>Basic title screen</li> <li>Basic main menu screen, with a small nod to Duck Hunt Medley from Super Smash Bros. (Thanks go to <a href="https://www.youtube.com/@nathussilverus">Nathan Silver</a> and their <a href="https://youtu.be/HnxA0LUxww4?si=ubrE237lxUtyv4LD">NES rendition of the song</a> for the inspiration!)</li> <li>Duck hunting screen with placeholder dev art and early gameplay with basic round loops</li> <li>Clay shooting screen with placeholder dev art and early gameplay with basic round loops</li> </ul> <h1>What is planned...</h1> <ul> <li>Full, end-to-end remakes of duck hunting and clay shooting modes, as well as the full VS. arcade gameplay experience, kept separate so the NES-style games can be played, too!</li> <li>All graphics, hand drawn and higher res than the originals! <ul> <li>Possibly some extras!</li> </ul></li> </ul> <h3>Please give it a go and tell me what you think!</h3> <h2>Check below for the change log</h2> <h1>Happy Hunting!!</h1> <h1>Change log:</h1> <p><div><div><input type="button" value=" Show " onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = ' Hide '; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = ' Show '; }"></div><div><div style="display: none;"></p> <p><strong>(5/12/25)</strong></p> <ul> <li>Added a sorting gremlin called Sorto. He sorts the pips at the end of a round!</li> </ul> <p><strong>(5/11/25)</strong></p> <ul> <li>Duck hunting gameplay has been added <ul> <li>Shoot ducks in groups of two... don't miss</li> </ul></li> <li>Early round logic in place for both duck hunting and clay shooting. <ul> <li>Merely the loop is in, no progression yet</li> </ul></li> <li>Added art for the ducks and the dog... pretty much everything except VS. arcade stuff!</li> </ul> <p><strong>(5/2/25)</strong></p> <ul> <li>Early clay shooting gameplay has been added <ul> <li>Clays are launched in volleys of two, and the game currently goes indefinitely</li> </ul></li> </ul> <p><strong>(5/1/25)</strong></p> <ul> <li>Initial posting to BBS</li> </ul> <p></div></div></div></p> https://www.lexaloffle.com/bbs/?tid=148732 https://www.lexaloffle.com/bbs/?tid=148732 Fri, 02 May 2025 00:14:45 UTC Picovania (Version 1.3) Updated: 5/15/25 <p> <table><tr><td> <a href="/bbs/?pid=163402#p"> <img src="/bbs/thumbs/pico64_picovania-283.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=163402#p"> Picovania v1.3</a><br><br> by <a href="/bbs/?uid=52360"> Turbochop</a> <br><br><br> <a href="/bbs/?pid=163402#p"> [Click to Play]</a> </td></tr></table> </p> <h3>Reminder:</h3> <p>If you can't find your saves in Appdata when you download the game, Right click on the Picovania cart and select about. Make sure &quot;Sandboxed&quot; isn't checked, or that it is consistent with your preferences.</p> <p><strong>Sandboxed location:</strong> <strong><em>appdata/bbs/picovania</em></strong></p> <p><strong>Non-sandboxed location:</strong> <strong><em>appdata/picovania</em></strong></p> <p>Cart save location is always the same, and lives <strong><em>On The Cart You Downloaded</em></strong></p> <p>If you grab a new cart and you have saves on your old one, dont forget to transfer to appdata using Copy mode!</p> <h3><em>Controls:</em></h3> <p>Press ⬅️ and ➡️ to move left and right</p> <p>Press ⬇️ to duck</p> <p>Press ⬆️ or ⬇️ in front of a stair<br /> railing to ascend or descend stairs<br /> as appropriate</p> <p>Press ❎ to jump</p> <p>Press 🅾️ to use your whip</p> <p>Hold ⬆️ and press 🅾️ to throw a<br /> sub weapon</p> <h3><em>Instructions:</em></h3> <ul> <li> <p>The goal is to advance in the stages. </p> </li> <li> <p>Defeat the area boss and collect their orb.</p> </li> <li> <p>Whip candles to collect sub weapons,<br /> hearts and money bags.</p> </li> <li> <p>Hearts supply you with ammo for your sub weapon. </p> <ul> <li>Big hearts are worth 5, small hearts are worth 1.</li> </ul> </li> <li>Money bags award points. Points help you stock up lives! </li> <li> <p>Collect a porkchop to gain 6 health, up to a maximum of 16</p> </li> <li>Collect the Multi stone for Multi Shot, which allows you to have more sub weapons on-screen<br /> at once! <ul> <li>Multi Shot can be upgraded twice, but if you collect a different sub weapon or die you will lose it</li> </ul></li> </ul> <h1>A more detailed manual can be found in the spoiler below!</h1> <p><div><div><input type="button" value=" Show " onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = ' Hide '; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = ' Show '; }"></div><div><div style="display: none;"></p> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/title logo.png" alt="" /> <h1>The Instruction Booklet</h1> <h2>A Word from the Creators</h2> <p>Hey, all! I'm Turbochop, the programmer for Picovania!</p> <p>I just wanted to offer my sincere thanks to you, the <strong>Player</strong>, for trying <strong>Picovania</strong>! It is the culmination of at least one year of work, beginning first as a proof of concept for Pico-8, followed by a hiatus once that platform quickly reached its limits, all the way to an 8-month-long development binge, leading to the final product. </p> <p>I have learned SO much while making this game, and it wouldn't have been possible without the support of the <strong>Picotron Community</strong>.</p> <p>So, I say once more, <strong>Thank You All Sincerely</strong> for everything leading up to release day (March 7, 2025).</p> <p>Enjoy, and I hope you have just as much fun playing the game as Cephaccino and I did creating it! </p> <p>Happy whipping, Hunter!</p> <h2>--- <a href="https://www.lexaloffle.com/bbs/?uid=52360"> @Turbochop</a> and <a href="https://www.lexaloffle.com/bbs/?uid=10886"> <a href="https://www.lexaloffle.com/bbs/?uid=10886"> <a href="https://www.lexaloffle.com/bbs/?uid=10886"> @HeyNetters</a></a></a></h2> <h2>Introduction</h2> <h3><strong>Every One Hundred Years</strong>...</h3> <p>Dracula's servants begin the rituals to resurrect their lord.</p> <p>The people of Wallachia begin to mysteriously grow weaker, and the air takes on an acrid musk, reeking of fetor and decay. </p> <p>Dracula's power grows stronger...</p> <h3><strong>Every One Hundred Years...</strong></h3> <p>Each time Dracula has risen from his grave, and each time the Belmont clan has answered the call and sent him back!</p> <h3>The cycle continues...</h3> <p>Dracula is alive - stronger than ever, and has begun unleashing his <strong>Night Creatures</strong> upon the people of <strong>Wallachia</strong>. His order shows no mercy, commanding to slaughter every man, woman, and <strong>Child</strong>, cutting them down as if they were threshed wheat.... </p> <p>The streets run <strong>Red</strong> with the blood of the innocent, the land <strong>Transformed</strong> into a hellish terror-scape where <strong>No one</strong> is safe!</p> <p>The task falls on <strong>Simon Belmont</strong>, the fifth Belmont of <strong>House Belmont</strong>, armed with the sacred <strong><em>Vampire Killer</em></strong> whip, to brave the hallways, abominations and crypts of the <strong>Creature of Chaos</strong> that is <strong><em>Picovania</em></strong>, and put an end to Dracula's designs once again. </p> <h3>Steel thyself, <strong>Vampire Hunter</strong>, for this is a task most monumental. You will need all of your wits and cunning to emerge <strong>Triumphant</strong> and save Wallachia - or <strong><em>Die</em></strong> trying.</h3> <h2>Setting Up Picotron</h2> <p>If you're reading this, then playing Picovania is as simple as clicking the <strong>Play Button</strong> at the top of the page!</p> <p>However, if you wish to play the game outside the <strong>BBS</strong>, then some <strong>Setup</strong> is required.</p> <h3>Note:</h3> <h3>This explanation will assume you are on a PC running the latest windows, but the general steps should be similar:</h3> <p>Go to your download page in lexaloffle.com and be sure to download the latest version of Picotron for your platform of choice. </p> <p>Once downloaded, locate the <strong>Installer</strong> and double click it to begin the <strong>Installation Process</strong> for Picotron. Once finished it will place an icon on your desktop, which you can then <strong>Double-click</strong> to <strong>Launch</strong> Picotron itself.</p> <p>Once Picotron is open, <strong>Right-Click</strong> on the Picotron desktop and select <strong>Open Host OS Folder</strong>.</p> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/29_host.png" alt="" /> <p>This will open the <strong>Storage Location</strong> for Picotron on your PC. </p> <p>Picotron cartridges are stored as picture files called a PNG. While on the <a href="https://www.lexaloffle.com/bbs/?tid=147700"><strong>BBS Page</strong></a> for the game, you can click <strong>Cart</strong>, located in the lower left corner of the game screen to get an up to adte copy of the cart. You can <strong>Drag</strong> the PNG to your desired location, or <strong>Right-Click</strong> on the <strong>Cart Image</strong> and select <strong>Save Image As</strong>.</p> <p>Once you have the file on your <strong>PC</strong>, simply <strong>Drag</strong> it to the Picotron folder that was opened.</p> <p>An <strong>Icon</strong> for the game will then appear on the <strong>Picotron Desktop</strong>! </p> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/30_icon.png" alt="" /> <p><strong>Double-Click</strong> this icon to play <strong>Picovania</strong>!</p> <h2>Controls</h2> <h3>Note:</h3> <h2>These controls assume the <strong>Default Control Scheme</strong> is used.</h2> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/31_picotron controller.png" alt="" /> <h1>In Menus:</h1> <ol> <li> <p>The <strong>D-Pad</strong></p> <ul> <li>Press ⬅️ and ➡️ to Choose your preferred <strong>Save Location</strong> while in <strong>File Select</strong> mode (See below), or to move your cursor in <strong>Name Entry</strong> mode (See below).</li> <li>Press ⬆️ or ⬇️ to select an <strong>Option</strong> or <strong>File</strong> in <strong>File Select</strong> mode, or to move your cursor in <strong>Name Entry</strong> mode.</li> </ul> </li> <li> <p>The <strong><em>Start</em></strong> Button (Unused)</p> </li> <li> <p>The ❎ Button</p> <ul> <li>Confirm the <strong>Selected Choice</strong></li> </ul> </li> <li>The 🅾️ Button <ul> <li>Move <strong>Back</strong> to the previous screen. <h3>Note:</h3> <h3>You cannot <strong>Back</strong> out of <strong>Name Entry</strong> or <strong>Confirmation</strong> screens. Instead, the appropriate menu items <strong>Must</strong> be used to exit these screens.</h3></li> </ul></li> </ol> <p>Hold The 🅾️ Button While on the <strong>Title Screen</strong> to <strong>Exit</strong> the game.</p> <h3>Note: You <strong>Cannot Exit</strong> while playing the game from the <strong>BBS</strong></h3> <h1>In-Game:</h1> <ol> <li>The <strong>D-Pad</strong> <ul> <li>Press ⬅️ and ➡️ to move <strong>Simon</strong> left or right</li> </ul></li> </ol> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/walk.png" alt="" /> <ul> <li>Press ⬇️ to make Simon <strong>Duck</strong></li> </ul> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/duck.png" alt="" /> <ul> <li>Press ⬆️ or ⬇️ while in front of <strong>Stairs</strong>...</li> </ul> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/82_railing.png" alt="" /> <p>Simon will begin <strong>Climbing</strong></p> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/stair.png" alt="" /> <ol start="2"> <li>The <strong><em>Start</em></strong> Button <ul> <li><strong>Pause</strong> the game.</li> </ul></li> </ol> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/40_pause.png" alt="" /> <ul> <li>While <strong>Paused</strong>, Press <strong>Again</strong> to <strong>Resume</strong></li> <li>The <strong>Pause</strong> screen allows you to <strong>Swap</strong> the controls for <strong>Jumping</strong> and <strong>Whipping</strong> and by pressing ❎</li> </ul> <ol start="3"> <li>The ❎ Button <ul> <li>Make Simon <strong>Jump</strong></li> </ul></li> </ol> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/jumpup.png" alt="" /> <ul> <li>Can be <strong>Combined</strong> with ⬅️ and ➡️ to make Simon leap to the <strong>Left</strong> or the <strong>Right</strong></li> </ul> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/jumpacross.png" alt="" /> <ol start="4"> <li>The 🅾️ Button <ul> <li>Unleash Simon's <strong>Whip</strong></li> </ul></li> </ol> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/71_stand whip.png" alt="" /> <ul> <li> <p>Simon can also use his <strong>Whip</strong> while <strong>Jumping</strong></p> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/jump whip.png" alt="" /> <p><strong>And</strong> while <strong>Ducking</strong>!</p> </li> </ul> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/duck whip.png" alt="" /> <ul> <li>Press ⬆️ on the <strong>D-Pad</strong> and then press 🅾️ to throw a <strong>Sub-Weapon</strong> (See Below: Sub-Weapons)</li> </ul> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/72_throw.png" alt="" /> <ul> <li>Simon can use <strong>Sub-Weapons while </strong>Jumping**</li> </ul> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/jump throw.png" alt="" /> <h3>Note: Simon <strong>Cannot</strong> throw <strong>Sub-Weapons</strong> while <strong>Ducking</strong></h3> <h1>Starting a Game</h1> <p>When the game is launched, you will be greeted with the <em>Title Screen</em>...</p> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/32_title screen.png" alt="" /> <p>Press <strong>The ❎ Button</strong> to <strong>Start</strong> the game. This will bring you to the <strong>File Select Screen</strong> where you may choose your <strong>Save file</strong>, <strong>Copy a Save File</strong> or <strong>Delete a Save Sile</strong> </p> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/37_file select screen.png" alt="" /> <p>(See Below to learn more about <strong>Copying</strong> and <strong>Deleting</strong> files)</p> <h3>Note:</h3> <p>While on the <strong>File Select</strong>, <strong>Delete a Game</strong> or <strong>Copy a Game</strong> screens, press ⬅️ and ➡️ to select your preferred <strong>Save Location</strong>, either on the <strong>Cart</strong> itself, or in the <strong>Appdata</strong> folder in <strong>Picotron</strong>. </p> <h2>Important:</h2> <p>Saves on the <strong>Cart</strong> will remain <strong>On That Cart Only</strong>. This means that if there is an <strong>Update</strong>, and you <strong>Download</strong> a <strong>New Cart</strong>, The save file <strong>Will Not</strong> come with it. Be sure to <strong>Backup</strong> your save games!</p> <h2>Beginning a New Game</h2> <p>To begin a <strong>New Game</strong>, select the <strong>Save Slot</strong> you prefer with <strong>D-Pad</strong> ⬆️ and ⬇️, and press ❎ to <strong>Confirm</strong>. You will be taken to the <strong>Name Entry</strong> screen.</p> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/36_name entry screen.png" alt="" /> <p>Use the <strong>D-Pad</strong> and ❎ To type in your <strong>Name</strong>, up to a <strong>Maximum</strong> of 8 characters. Select <strong>End</strong> when you have finished typing to <strong>Submit</strong> the name to your chosen <strong>Save Slot</strong>.</p> <h3>Note: The name SIMON is provided by default, but if you wish to enter your own simply begin <strong>Typing</strong> and it will be <strong>Cleared</strong> automatically.</h3> <h2>Loading a Game</h2> <p>To <strong>Load</strong> a saved game, use ⬆️ and ⬇️ on the <strong>D-Pad</strong> to highlight a save slot with a <strong>Name</strong> and press<br /> ❎ to <strong>Resume</strong> play on the last level you reached. </p> <h2>Note: Progress through a <strong>Door</strong> is <strong>Not</strong> saved.</h2> <h2>Copying a Game</h2> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/copy_screen.png" alt="" /> <p>If you wish to <strong>Copy</strong> a save file to another slot, use ⬆️ and ⬇️ on the <strong>D-Pad</strong> to highlight the <strong>Save Slot</strong> you wish to <strong>Copy</strong> and press ❎ to <strong>Select</strong> it. </p> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/copy destination screen.png" alt="" /> <p>Now select a <strong>Destination</strong> for the <strong>Save Game</strong>. If a <strong>save Game</strong> already <strong>Exists</strong> in the <strong>Destination Slot</strong>, you will be prompted to <strong>Confirm</strong> that you wish to <strong>Overwrite It</strong>.</p> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/67_overwrite confirm.png" alt="" /> <h3>Caution:</h3> <h3>Once a save file is overwritten it <strong>Cannot</strong> be recovered!</h3> <h2>Deleting a Game</h2> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/68_delete screen.png" alt="" /> <p>Use ⬆️ and ⬇️ on the <strong>D-Pad</strong> to highlight a save slot with a <strong>Name</strong> and press ❎ to <strong>Select</strong> it. You will be prompted to <strong>Confirm</strong> that you wish to <strong>Delete the File</strong>.</p> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/69_delete confirm.png" alt="" /> <h3>WARNING:</h3> <h3>Deleting a save file is <strong>PERMANENT</strong>. Be <strong>Careful</strong> when <strong>Deleting</strong> Save games!</h3> <h2>How to Play</h2> <p>Note: See above for <strong>In game</strong> Controls.</p> <p>The objective of <strong>Picovania</strong> is to traverse the <strong>Six Levels</strong> of <strong>Dracula's Castle</strong> to ultimately face off against the Count himself. </p> <p>However, this task will <strong>Not</strong> be <strong>Easy...</strong></p> <p>The castle is <strong>Teeming</strong> with untold horrors and abominations. That's not to mention that <strong>Picovania Itself</strong> is in a <strong>Dire State</strong> of disrepair, with <strong>Crumbling Stairways</strong>, fallen out floor, and even <strong>Bizarre</strong> architecture. If that wasn't <strong>Enough</strong>, Each area of the castle is overseen by a <strong>Powerful Guardian</strong> who blocks access to the path forward. </p> <p><strong>Thankfully</strong>, Simon is very <strong>Resourceful</strong>, and the tools to <strong>Succeed</strong> can easily be located, <strong>If</strong> one knows where to <strong>Look</strong>. </p> <p>But... Will it be <strong>Enough</strong>?</p> <h3>Note: The game is <strong>Saved</strong> after collecting the <strong>Orb</strong>.</h3> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/Saved.png" alt="" /> <h3>If you wish to <strong>Quit Playing</strong>, be sure this <strong>Notification</strong> has appeared <strong>Before</strong> closing <strong>Picovania</strong></h3> <h3>The Action Screen:</h3> <p>This will serve as your <strong>Main View</strong> while exploring the innards of <strong>Picovania</strong></p> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/action screen.png" alt="" /> <h2>Player</h2> <p>Simon Belmont himself, and the character the player <strong>Controls</strong></p> <h2>Player Health</h2> <p>Simon's <strong>Stamina Gauge</strong>. Taking hits from <strong>Enemies</strong> will <strong>Decrease</strong> this gauge, and if it reaches <strong>Zero</strong> Simon will Lose a <strong>Life</strong>! </p> <h2>Time Remaining</h2> <p>Simon has a <strong>Limited</strong> amount of <strong>Time</strong> to travel each area of <strong>Picovania</strong>. If the time reaches <strong>Zero</strong>, Simon will Lose a <strong>Life</strong>!</p> <h2>Lives Remaining</h2> <p>The number of <strong>Chances</strong> Simon has to <strong>Complete an Area</strong>. When a life is <strong>Lost</strong>, Simon will be sent back to the <strong>Last Door</strong> he entered, or the <strong>Beginning of the current </strong>Level<strong> if no doors have yet been found. If Simon's lives reaches </strong>Zero<strong> and he dies again, </strong>The Game is Over** (See Below)</p> <h2>Player Score</h2> <p>Simon's total plundered <strong>Riches</strong>! Score is earned by defeating <strong>Monsters</strong> and snapping up <strong>Treasure</strong> and <strong>Money bags</strong>. The first **30000 Points*<strong> will grant Simon an </strong>Extra Life<strong>, as well as </strong>Every 50000 Points After That<strong>, so be sure to grab as much </strong>Treasure<strong> as you can carry and destroy every </strong>Monster** you see! </p> <h2>Ammo Remaining</h2> <p>Simon's reserve of <strong>Sub-Weapons</strong> (See Below). This is replenished by collecting hearts. Small hearts are worth <strong>One</strong> while big hearts are worth <strong>Five</strong>.</p> <h2>Current Stage</h2> <p>The area of <strong>Picovania</strong> Simon is currently exploring. Each area is separated by a large <strong>Door</strong>.</p> <h2>Multi Shot</h2> <p>Simon's <strong>Shot Multiplier</strong>. Collect The <strong>Multi-Stones</strong> (See Below) to be able to throw two or three <strong>Sub_Weapons</strong> at the same time!</p> <h2>Boss Health</h2> <p>The <strong>Stamina Gauge</strong> for the current area's <strong>Guardian</strong>. This gauge <strong>Must</strong> be depleted, and the <strong>Guardians Orb</strong> collected (See Below), before a <strong>Level</strong> can be cleared.</p> <h2>Game Over</h2> <p>If Simon loses all of his <strong>Lives</strong>, the <strong>Game is Over</strong>.</p> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/gameover.png" alt="" /> <p>Use ⬆️ and ⬇️ on the <strong>D-Pad</strong> to move the <strong>Cursor</strong> and press ❎ to <strong>Confirm</strong>.</p> <ul> <li> <p>Selecting <strong>Continue</strong> will reset your <strong>Score</strong> and place Simon at the <strong>Beginning</strong> of the last level he reached. </p> </li> <li>Selecting <strong>End</strong> will end the game and <strong>Return</strong> you to the <strong>Title screen</strong></li> </ul> <h2>Sub-Weapons</h2> <h2>A vampire hunter is only as good as his <strong>Arsenal</strong>, and luckily Simon came <strong>Prepared</strong>. Collect plenty of <strong>Hearts</strong> to keep your stock supplied.</h2> <h3>Note: Hold ⬆️ on the <strong>D-Pad</strong> and then press 🅾️ to throw a <strong>Sub-Weapon</strong></h3> <h2>Knife</h2> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/knife.png" alt="" /> <p><strong><em>Ammo cost: 1</em></strong></p> <p>Flies straight when thrown. Low damage and is <strong>Destroyed</strong> when it hits its mark.</p> <h1>Axe</h1> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/axe.png" alt="" /> <p><strong><em>Ammo cost: 1</em></strong></p> <p>Flies in a <strong>High Arc</strong>, but a short range. Good for taking out enemies that are <strong>High Above</strong></p> <h2>Holy Water</h2> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/holy water.png" alt="" /> <p><strong><em>Ammo cost: 1</em></strong></p> <p>A glass vial that is thrown to the floor in front of Simon, where it will smash and <strong>Burn</strong> for a moment. Any enemies caught in the flames will take <strong>Considerable Damage</strong>! </p> <h1>Cross</h1> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/boomerang.png" alt="" /> <p><strong><em>Ammo cost: 1</em></strong></p> <p>Travels in a Straight line across the screen, damaging enemies as it goes before returning to Simon to <strong>Hit Them Again</strong>!</p> <h2>Stopwatch</h2> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/stopwatch.png" alt="" /> <p><strong><em>Ammo cost: 5</em></strong></p> <p>A magical time piece that, when activated, <strong>Stops Time</strong> for about <strong>3 Seconds</strong> and freezes all enemies where they stand, completely at your mercy.</p> <h3>Note: More <strong>Powerful</strong> enemies are <strong>Immune</strong> to the effects of the Stopwatch, so use <strong>Caution</strong></h3> <h2>Items</h2> <h2><strong>Picovania</strong> is loaded chock full of supplies Simon can utilize. He just needs to <strong>Find</strong> them...</h2> <p>Destroy <strong>Candles</strong> To stock up on <strong>Supplies</strong></p> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/84_candle.png" alt="" /> <h2>Hearts</h2> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/hearts.png" alt="" /> <p>Pick them up to replenish your <strong>Ammo</strong>. <strong>Small Hearts</strong> are worth one, while <strong>Big Hearts</strong> are worth <strong>Five</strong></p> <h2>Morning Star</h2> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/morning star.png" alt="" /> <p>Simon's most important weapon. Grab these to <strong>Upgrade</strong> Simon's whip, the <strong>Vampire Killer</strong></p> <p>The whip can be upgraded twice. The first upgrade transforms the rope to a <strong>Chain</strong>, and the second extends its <strong>Length</strong></p> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/whip level 1.png" alt="" /> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/morning star.png" alt="" /> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/whip level 2.png" alt="" /> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/morning star.png" alt="" /> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/whip level 3.png" alt="" /> <h2>The Orb</h2> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/orb.png" alt="" /> <p>Dropped by the level's <strong>Guardian</strong> upon <strong>Defeat</strong>, collect the <strong>Orb</strong> to <strong>Replenish</strong> Simon's health and <strong>Finish the Level</strong></p> <h2>Money Bags</h2> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/money bag.png" alt="" /> <p>Snatch these to increase your <strong>Score</strong>!</p> <ul> <li>Red Money Bags are worth 100 Points</li> <li>White Money Bags are worth 500 points</li> <li>Blue Money Bags are worth 700 Points</li> </ul> <h2>Multi Shot</h2> <p><img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/double shot.png" alt="" /> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/triple shot.png" alt="" /></p> <p>This item will increase your <strong>Firepower</strong>. The <strong>Double Shot</strong> (Blue) will allow you to throw <strong>Two</strong> Sub-Weapons at once, and with the <strong>Triple Shot</strong> (Red), you can throw up to <strong>Three at a Time</strong>!</p> <h3>Note: If Simon collects a <strong>Different</strong> sub-weapon from the one he currently has equipped, his <strong>Multi Shot</strong> will</h3> <p>be lost as well.</p> <h2>Pork Chop</h2> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/porkchop.png" alt="" /> <p>Simon can eat one to regain <strong>Six</strong> points of <strong>Stamina</strong>. They tend to be well hidden, however... </p> <h2>Potion</h2> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/potion.png" alt="" /> <p>Collecting one of these will allow Simon to <strong>Pass Through</strong> enemies unharmed for a short time</p> <h2>Rosary</h2> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/rosary.png" alt="" /> <p>This sacred artifact is blessed with incredible holy <strong>Power</strong>. One touch from Simon will <strong>Smite</strong> all enemies onscreen, instantly <strong>Destroying</strong> them! </p> <h3>There are many other items and treasures to be found within <strong>Picovania</strong>. Can you find them <strong>All</strong>?</h3> <h2>Enemies</h2> <h2>Dracula has conjured all manner of horrible <strong>Creatures and Ghouls</strong> to *<em>Thwart</em> Simon's progress. Here is only a few of them...</h2> <h2>Vampire Bats</h2> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/bat.png" alt="" /> <p>These little blood suckers will eagerly swoop in to sample the latest cuisine: Simon. Don't let 'em! </p> <h2>Zombies</h2> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/zombie.png" alt="" /> <p>Slow moving re-animated <strong>Corpses</strong>. They are dispatched easily, but their <strong>Numbers</strong> make them a nuisance. </p> <h2>Fishmen</h2> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/fishman.png" alt="" /> <p>Dwelling in the murky depths, these demons will <strong>Erupt</strong> from the water to try and <strong>Surprise</strong> Simon. It's a good thing Simon has a few surprises of his **Own!</p> <h2>Medusa Heads</h2> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/medusa.png" alt="" /> <p>Fly in a <strong>Wave-Like</strong> pattern, are hard to hit, and there are a lot of them. Don't get too comfortable when they're around.</p> <h2>Fleamen</h2> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/fleaman.png" alt="" /> <p>Small, <strong>Imp-Like</strong> beast that jump around erratically and try to <strong>Outmaneuver</strong> Simon. The sooner they're gone the **Better!</p> <h2>Skeletons</h2> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/skeleton.png" alt="" /> <p>Surprisingly nimble, these guys won't hesitate to clobber Simon with the bones they throw. </p> <h2>Axe Knights</h2> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/axe knight.png" alt="" /> <p>Well fed, <strong>Big</strong> and <strong>Slow</strong>. They like to <strong>Keep Their Distance</strong> as they hurl <strong>Axes</strong> at Simon. They won't go down easy.</p> <h2>And many, <strong>Many</strong> More!</h2> <h2>Levels</h2> <p><strong>Picovania</strong> is host to a rather <strong>Diverse</strong> spread of interior designs and architectures, Simon must brave them <strong>All</strong> to reach <strong>Dracula's Keep</strong> and shove him back into a <strong>Coffin</strong> where he <strong>Belongs</strong>.</p> <h2>Level 1: The Castle Entrance</h2> <p>The <strong>Main Hall</strong> of <strong>Picovania</strong>, this area is littered with <strong>Zombies</strong> and <strong>Panthers</strong> who will easily trip Simon up </p> <h2>Level 2: The Chapel</h2> <p>Don't let the name fool you, as this place is anything <strong>But</strong> holy. Guarded by Draculas <strong>Knights</strong> and <strong>Medusa Heads</strong>. May his whip strike true!</p> <p>Level 3: Exterior and Castle Walls</p> <p>The only way through is <strong>Around</strong>, it seems. Skeletons will make Simon's life <strong>Miserable</strong> if the local <strong>Fauna</strong> don't do him in first. Watch your step...</p> <h2>Level 4: The Caves and Courtyard</h2> <p>A long fall down a deep chasm lands Simon here, in the domain of the <strong>Fishmen</strong>. Suprise encounters, and unsteady footing <strong>Abound</strong> in this dark, dank abyss. Then, you must cross the <strong>Courtyard</strong> to reach <strong>The Castle Proper</strong>. Don't think Simon will just breeze through; Dracula's minion will be expecting him.</p> <h2>Level 5: The Dungeons and Laboratory</h2> <p>Many have perished at the hands of Dracula, and <strong>Many</strong> of them are now coming for <strong>Simon</strong>! He must trek through the <strong>Bones and Chains</strong> to reach the <strong>Laboratory</strong>, where experiments gone wrong still linger. The very <strong>Elite</strong> are stationed here, and they will fight <strong>Fang and Claw</strong> to stop Simon in his tracks!</p> <h2>Level 6: the Aqueducts, Clock Tower and Dracula's Keep</h2> <p>The final stretch! Perilous Pathways guarded by enormous Phantom Bats lead to the inside of the Clock Tower, where machinery in decades of disuse shelter all manner of <strong>Wretched Monstrosities</strong> make their final stand between Simon and his final goal. Then it's a flight of stairs to <strong>Finally</strong> put an end to Dracula's Terror... At least for another <strong>Hundred Years</strong> </p> <h2>Tips</h2> <p>This journey will *Not<strong> be an easy one. Everything will fight against you, from </strong>Dracula's Armys<strong> to the </strong>The Castle's Architecture itself<strong>. But </strong>Don't Give Up<strong>! The people of </strong>Wallachia<strong> are counting on you! Here are some tips and tricks, pulled from the very </strong>Belmont Family Library** itself.</p> <h2>Secrets</h2> <p>Picovania has <strong>Loads</strong> of hidden <strong>Nooks</strong> and <strong>Crannys. If you kneel in the right place, or walk into the right wall, or stand in the right spot and wait, you're </strong>Bound<strong> to uncover a hidden treasure. Always be ready to sniff them out! Treasure means </strong>Points<strong>, and points mean </strong>Lives**</p> <h2>Breakable walls</h2> <p>Some walls are hollow, and hold much valued treasure, or even a <strong>Pork Chop</strong>! Be sure to check walls often, as you <strong>Never Know</strong> when you may stumble onto a <strong>Life Saving</strong> item!</p> <h2>Sub-Weapons</h2> <p><strong>Every</strong> sub-weapon has a <strong>Use</strong>! The <strong>Right Sub-Weapon</strong> in the <strong>Right Situation</strong> can mean the difference between life and **Death!</p> <h2>Bosses</h2> <p>Every boss is <strong>Formidable</strong>, but they <strong>All</strong> have certain <strong>Weaknesses</strong> that can be <strong>Exploited</strong>. <strong>Find</strong> them, and <strong>Persevere</strong>! </p> <h2>Don't Give Up</h2> <p>The <strong>Bowels</strong> of <strong>Picovania</strong> are <strong>Not</strong> for the faint of heart. </p> <h1>You <strong>Will</strong> die!</h1> <p>But, with every <strong>Failure</strong> comes valuable <strong>Lessons</strong>. <strong>Learn</strong> from them, and <strong>Practice</strong>! </p> <p></div></div></div></p> <h3>I will continue to support this game post-release, adding new features, fixing any lingering bugs, etc!</h3> <h1>Change log:</h1> <p><div><div><input type="button" value=" Show " onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = ' Hide '; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = ' Show '; }"></div><div><div style="display: none;"></p> <h2>(5/15/25)</h2> <ul> <li>(Tweaked) Finally fixed Vampire Killer's wrong notes. Credit goes to <a href="https://www.lexaloffle.com/bbs/?uid=93379"> @abledbody</a> for the diligent investigation.</li> </ul> <h2>(4/18/25)</h2> <h1>Game</h1> <h2>Version 1.3</h2> <ul> <li> <p>(Added) Rain patter SFX for Level 3 Expert mode</p> </li> <li> <p>(Added) Stair homing object to the secret in stage 8, floor 2</p> </li> <li> <p>(Fixed) Wrong tile graphics in stage 5</p> </li> <li>(Fixed) Wind buffet would not stop if it was active when defeating the mummies in Level 3 Expert mode </li> </ul> <h1>Soundtrack</h1> <h2>Version 2</h2> <ul> <li> <p>(Tweaked) Monster Dance, Wicked child, Underground, Death and Nothing to Lose, adding cleaner transitions, fixing wrong envelopes, and altering percussion </p> </li> <li>(Added) Sulking Child</li> </ul> <h2>(3/17/25)</h2> <h2>Version 1.2</h2> <ul> <li>(Added) The portraits in the hallway before Death have been Populated with Lovely artwork, Courtesy of <a href="https://www.lexaloffle.com/bbs/?uid=10886"> <a href="https://www.lexaloffle.com/bbs/?uid=10886"> <a href="https://www.lexaloffle.com/bbs/?uid=10886"> @HeyNetters</a></a></a> </li> </ul> <ul> <li> <p>(Changed) Stair climbing system has been <strong>Completely</strong> reworked, and now Simon will home onto the stairs MUCH more reliably.</p> </li> <li> <p>(Changed) Whip Length has been fixed to be more consistent and offer better gameplay</p> </li> <li>(Added) You can now hold The 🅾️ Button on the title screen to exit the game if you're playing a downloaded copy of the game</li> </ul> <h2>(3/11/25)</h2> <h2>Version 1.1</h2> <ul> <li> <p>(Added) A death count that persists on the save file</p> </li> <li> <p>(Added) A &quot;Saved&quot; indicator in the lower right of the screen, shown after clearing a level, or finishing the game</p> </li> <li> <p>(Added) High score indicator on Game Over</p> </li> <li> <p>(Added) Graphics to fill the empty space in the file location chooser </p> </li> <li> <p>Cleaned up some leftover development map tiles</p> </li> <li> <p>(Fixed) Player couldnt jump if they were up against a wall.</p> </li> <li> <p>(Fixed) Death would die, but the health bar would remain with one pip, preventing the orb from dropping and sof locking the game</p> </li> <li> <p>(fixed) Door transitions can be broken if the player presses a direction away from the door on the frame just before the scrolling begins</p> </li> <li> <p>Tweaked a platform in level 4 that was easy to jump through</p> </li> <li> <p>Adjusted the level 4 bat spawner so it waits until them player has fallen</p> </li> <li> <p>Adjusted the orb drop in level 2 to be centered with Medusa's bust</p> </li> <li> <p>Re-added a missing treasure for level 2 expert mode</p> </li> <li> <p>Adjusted the flight path of the title bat to be a little less crazy</p> </li> <li>A few more things I may have forgotten...</li> </ul> <h2>(3/7/25)</h2> <h2>version 1.0 release</h2> <hr /> <p></div></div></div></p> <h1>Release is NOT the end... it is only the Beginning!</h1> <h1><strong><em>Gifts!</em></strong></h1> <p><div><div><input type="button" value=" Show " onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = ' Hide '; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = ' Show '; }"></div><div><div style="display: none;"></p> <h1>I present to you...</h1> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/cover.png" alt="" /> <p>Music covered by me (Turbochop)</p> <p>Artwork by <a href="https://www.lexaloffle.com/bbs/?uid=10886"> <a href="https://www.lexaloffle.com/bbs/?uid=10886"> <a href="https://www.lexaloffle.com/bbs/?uid=10886"> @HeyNetters</a></a></a></p> <p>Here is a Dropbox link to the zip:</p> <p><a href="https://www.dropbox.com/scl/fi/zhxz7envj6fsfhtcbkvn8/Picovania.zip?rlkey=p7otbsk6swyn6uu0xbxy5xdok&amp;amp;dl=0">Picovania: The Soundtrack</a></p> <p>(Alternate Link)</p> <p><a href="https://www.dropbox.com/scl/fi/zhxz7envj6fsfhtcbkvn8/Picovania.zip?rlkey=p7otbsk6swyn6uu0xbxy5xdok&amp;dl=0">https://www.dropbox.com/scl/fi/zhxz7envj6fsfhtcbkvn8/Picovania.zip?rlkey=p7otbsk6swyn6uu0xbxy5xdok&amp;dl=0</a></p> <p>But that's not all...</p> <h1>Bonus? Bonus!</h1> <h3>It is my great honor to include this bonus disk 2...</h3> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/52360/cover1.png" alt="" /> <p>Composed by Kirby Pufocia, Castlevania III No Densetsu or Whatever combines the strengths of the music from<br /> Akumajou Densetsu and Castlevania III: Dracula's Curse!</p> <p>The good bits from Castlevania III that were missing from Akumajou Densetsu? They're here!</p> <p>That overpowering sawtooth in Akumajou Densetsu? Completely gone!</p> <p>The compositions are absolutely breathtaking, and it is abundantly clear that each track was a labor of love.</p> <p>I'm offering this bonus album in accordance with <a href="https://creativecommons.org/licenses/by/3.0/deed.en">Creative Commons license version 3</a> </p> <p>If you think Kirby's music is just freaking awesome, consider <a href="https://kirbypufocia.bandcamp.com/album/cviii-no-densetsu-or-whatever">buying a copy from Bandcamp!</a></p> <p><a href="https://www.dropbox.com/scl/fi/9s584i400209h7stw7dgj/CastleVania-III-no-Densetsu-or-whatever.zip?rlkey=q8kwi8ufqb9ajifyu83cuvvbs&amp;amp;dl=0">Castlevania III No Densetsu or Whatever</a></p> <p>Alternate link:</p> <p><a href="https://www.dropbox.com/scl/fi/9s584i400209h7stw7dgj/CastleVania-III-no-Densetsu-or-whatever.zip?rlkey=q8kwi8ufqb9ajifyu83cuvvbs&amp;dl=0">https://www.dropbox.com/scl/fi/9s584i400209h7stw7dgj/CastleVania-III-no-Densetsu-or-whatever.zip?rlkey=q8kwi8ufqb9ajifyu83cuvvbs&amp;dl=0</a></p> <p></div></div></div></p> <p>Happy whipping, Hunters!</p> https://www.lexaloffle.com/bbs/?tid=147700 https://www.lexaloffle.com/bbs/?tid=147700 Fri, 07 Mar 2025 15:24:10 UTC Picovania for Picotron (Updated 3/7/25) <h3>Hey all!</h3> <p>Picovania has been released as version 1.0 in the Carts section</p> <p><a href="https://www.lexaloffle.com/bbs/?tid=147700"><strong>Check it out!</strong></a></p> <h3>Change Log:</h3> <p><div><div><input type="button" value=" Show " onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = ' Hide '; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = ' Show '; }"></div><div><div style="display: none;"></p> <p>(3/7/25)</p> <p>Picovania release day!</p> <p>(2/28/25)</p> <h2>Soundtrack</h2> <ul> <li>Monster Dance has been added</li> </ul> <h2>Game</h2> <ul> <li>(Fixed) Red skeleton height would change when player collected a whip upgrade</li> <li>(Fixed) Secret flag isn't reset when going through doors </li> <li>(Fixed) Curse of Man moves too fast in expert mode <ul> <li>And many more...</li> </ul></li> <li>Level 4 final area decorations are in place</li> <li>Level 5 decorations up until the Hallway before death are in place</li> </ul> <p>(1/30/25 Minor)</p> <ul> <li>Fixed a wall shunting bug when the player wasn't stuck, but was merely inside a two tile high passage.</li> <li>Fixed being able to throw more subweapons than allowed</li> <li>Level 4 background palette fixed</li> </ul> <p>(1/29/25)</p> <ul> <li>Level 4 has been decorated up to just before block 12 </li> <li>Player jump has been reworked a bit <ul> <li>The apex of the jump now has a slight bit of hang time. This should make 3 tile wide gaps just a little more tolerable</li> </ul></li> <li>Fixed the flutter movement of small hearts </li> </ul> <p>(1/24/25)</p> <ul> <li>Added expert mode files for level 1, 2 and 3 in cart data called &quot;TRY IT&quot;. You can try out expert levels!</li> <li>Added a custom pause feature with sfx</li> <li>You can now back all the way out to the title screen, if you wish <ul> <li>Leaving the game idle anywhere on the file select screen, (except the delete/copy confirm screens) after a bit will send you back to the title screen</li> </ul></li> <li>Interrupting a demo now cuts all sfx</li> </ul> <p>(1/23/25)</p> <ul> <li>Level 3 decorations in place <ul> <li>Secret moai statue added...somewhere...</li> </ul></li> <li>Certain candles in every stage have a high chance of dropping a multi shot if you hit them with a subweapon, and enough enemies have been destroyed </li> </ul> <p>(1/20/25)</p> <ul> <li>File select screen has been spruced up with color and better feedback all around</li> <li>Rain effect has been adjusted, per Discord feedback!</li> <li>Fishmen spawner should behave properly when stopwatch is active</li> <li>Phantom bat's buffet now ends if it was defeated while buffeting</li> <li>If the player dies while phantom bat is buffeting, he roars in triumph</li> <li>If you manage to defeat the phantom bat while leaving the spike wall intact, if you then destroy it before collecting the orb you get a 2000 point bonus</li> </ul> <p>(1/19/25)</p> <ul> <li> <p>A save file named &quot;TRY IT&quot; has been added to the cart save location, Slot 3</p> <ul> <li>Use this to try out expert mode without needing to unlock it first</li> </ul> </li> <li>Stage 3 decorating in the works <ul> <li>added expert mode exclusive super secret</li> </ul></li> <li>Added weather and rain to stage 3 for expert mode <ul> <li>New graphics and sfx to accompany this new effect!</li> <li>Upper floors have gusts of wind that will disrupt your platforming</li> <li>Ravens can't handle the wind, and will go <em>POP!</em></li> </ul></li> <li>Point values are now correct for all treasures <ul> <li>Moai statue added to Block 5, Floor 2 in expert mode (4000 points!)</li> <li>easter egg sound effect for this treasure </li> </ul></li> </ul> <p>(1/14/25)</p> <ul> <li>Phantom bat now has a buffeting phase for expert mode <ul> <li>New graphics and sounds for this content</li> <li>Phantom bat also has a pinch mode after this phase</li> </ul></li> <li>Adjusted hitboxes of some weapons for better balance. No more boomerangs passing through Axe Knight axes...</li> <li> <p>Control delay for backward jumping has been restored</p> <p>(1/10/25)</p> </li> <li>The gate cutscene has had construction props removed, and the castle has been doodled in <ul> <li>Two bats and a cloud have been added</li> </ul></li> <li> <p>Frankenstein's monster now has a wall slam for expert mode</p> <ul> <li>If you don't jump when he slams the wall you will be stunned</li> <li>The slam causes ceiling blocks to rain down on you</li> </ul> </li> <li> <p>First art pass for level 2 complete</p> <ul> <li>Minor enemy and candle placement tuning for level 2 to flow better with the new art</li> <li>Minor level 2 layout alterations to flow batter with the new art</li> </ul> </li> <li>Crushers have received some visual polish in the form of placing a cap over the shaft where it flickered</li> </ul> <h2>(1/8/25)</h2> <ul> <li>Save system has been beefed up: <ul> <li>You can now choose between saving on the cart or in appdata with ⬅️ and ➡️</li> <li>Cart saves are NOT BBS compatible, use appdata while playing on BBS!</li> <li>this will become the working folder while playing</li> </ul></li> <li>Games can be selected, copied and deleted from either location by choosing the desired location</li> <li>Games can also be copied from one save location to the other</li> </ul> <p>(1/6/25)</p> <ul> <li>3 attract mode demos have been added</li> <li>Experimenting with on-cart saves</li> </ul> <p>(1/5/25)</p> <ul> <li>First art pass for level 1</li> <li>Some sprite touch-ups to improve readability against something other than black</li> <li>Castle entrance rebuilt</li> </ul> <p>(12/27/24)</p> <ul> <li>Bat boss now fires fireballs for expert mode</li> <li>Medusa now has a stone gaze for expert mode. Don't look at it!</li> <li>&quot;Weapon error&quot; glitch has been fixed, and the handler is no longer necessary</li> <li>Landing after taking damage, and then jiggling rapidly has been fixed.</li> </ul> <p>(12/23/24)</p> <h2>Soundtrack</h2> <ul> <li>Voyager has had one note extended. Minor, but it was bugging me</li> </ul> <h2>Game</h2> <ul> <li>Dracula and the Curse of Man have been added</li> <li>Victory fanfare for completing the game is implemented</li> <li>End cutscene has been added</li> <li>Work on Expert mode has begun <ul> <li>Currently, enemies move faster, and there are more of them in places</li> <li>Expert mode badge is applied to the hud while playing an Expert mode game</li> </ul></li> <li>New wall and ceiling checking code for a better solution <ul> <li>If you are partly inside a wall, the game will try to push you out</li> <li>If there is a ceiling tile directly above simons head he cannot jump</li> </ul></li> </ul> <p>(12/18/24)</p> <ul> <li>Glitchy-looking chunk transitions have been fixed <ul> <li>Stages 6, 17 and 18 have been added, and have been filled out with candles and enemies</li> <li>New entrance for stage 16</li> <li>Behavior tweaks to bat boss to allow him to be used as a mook</li> <li>Skeleton bone throwing arc has been extended a bit. No more small lobs...</li> <li>Final area has been included, but only has a placeholder coffin for now, no boss just yet</li> </ul></li> </ul> <p>(12/14/24)</p> <h2>Soundtrack</h2> <ul> <li>Walking on the Edge has been adjusted to let the notes hold for a bit longer</li> <li>Nothing to Lose adjusted to subdue notes</li> </ul> <h2>Game</h2> <ul> <li>Level 5 has been filled out with enemies and candles</li> <li>Death boss battle has been added </li> <li>Rooms with multiple secrets are now supported</li> <li>Whip upgrade item drops have been reworked <ul> <li>Two whip upgrades cannot spawn at the same time</li> <li>When a whip upgrade is collected, a cooldown timer is initiated.<br /> Whip upgrades cannot spawn within this window. Using your whip to<br /> defeat enemies decreases the cooldown more quickly</li> </ul></li> <li>Stub for level 6 has been added</li> </ul> <p>(12/11/24)</p> <h2>Soundtrack</h2> <ul> <li>Out of time has been slightly reworked for a fuller sound</li> </ul> <h2>Game</h2> <ul> <li>New cart label is in place</li> <li>Level 4 has been filled out with candles and enemies</li> <li>Frankenstein's monster and Igor boss have been added</li> <li>Eagles have been added. They carry fleamen, and wont hesitate to drop them on you</li> <li>Skele-dragons have been added. they are surprisingly quick, and like to stay out of reach</li> <li>Red skeletons have been added. Slow moving enemies that can't be killed, only immobilized for a brief time</li> <li>Axe Knights have been added. They maintain distance, and throw axes. Their armor is tough.</li> <li>Stub for level 5 is in place. That's it, though.</li> </ul> <p>(12/5/24)</p> <h2>Soundtrack</h2> <ul> <li>Prologue has been filled out with a 4th channel, as well as reworked the other channels to make it fit</li> </ul> <h2>Game</h2> <ul> <li>Death has been added. His erratic movements make him hard to hit, and his scythes will surround you</li> <li>First chunk of level 4 has been filled out with candles and enemies</li> <li>Reworked item collision for more reliable pickups</li> <li>If you attempt to throw a sub-weapon, but then take a hit before it<br /> flies, your ammo is refunded. Not applicable to the stopwatch.</li> <li> <p>(12/2/24)</p> </li> <li>Level 3 has been populated with candles and enemies <ul> <li>The unreachable secret from the original game is now collectable... or is it?</li> </ul></li> </ul> <p>(11/30/24)</p> <ul> <li>Special super secret has been added... somewhere. Can you find it?</li> <li>Level 3 has been blocked out. No enemies or candles, yet</li> <li>Mummy bosses have been added</li> <li>Fall transition to Level 4 has been added</li> <li>First chunk of level 4 has been blocked out. No enemies or candles, yet </li> </ul> <p>(11/28/24)</p> <h2>Soundtrack</h2> <ul> <li>Walking on the Edge has had some percussion added</li> <li>Underground has been Changed to be more bassy, and also more harmonious(?)</li> </ul> <h2>Game</h2> <ul> <li>Brand new sprites for Simon have been added, drawn by <a href="https://www.lexaloffle.com/bbs/?uid=78524"> <a href="https://www.lexaloffle.com/bbs/?uid=78524"> @Retro_Pup_Pico_8</a></a>. Many thanks go to them for their<br /> fantastic work!</li> <li>Collisions have been retooled for the whip and weapons against enemies. Hits should be MUCH more sensible now</li> <li>Ravens have been added. They swoop down, and attempt to collide with you</li> <li>My first home made Power up, the infinite shot, has been added. Collect it to get unlimited simultaneous weapons<br /> onscreen for about 10 seconds. Beware... after the time is up, not only do you bust back to single shot, all on<br /> screen subweapons are destroyed, including the one you have equipped</li> </ul> <p>(11/25/24)</p> <ul> <li>New powerup has been added: The infinite shot. Once collected, you can throw an unlimited number of sub-weapons while your ammo holds out, for ten seconds. Afterward, you're left with single shot, and no sub-weapon, and all onscreen sub-weapons are destroyed</li> <li>Level loading bug has been fixed!</li> <li>Skeleton collision has been tweaked to allow for more interesting gameplay</li> <li>ammo economy has been adjusted</li> </ul> <p>(11/23/24)</p> <ul> <li>Rest of level 2 has been blocked out, and missing enemies have been placed</li> <li>Medusa boss has been added</li> <li>Swooping bat has been added</li> <li>Ghost spawners have been added</li> <li>Beginnings of level 3 in place. No more than that, though </li> </ul> <p>(11/19/24)</p> <ul> <li>Lingering issue with File select screen have been fixed</li> <li>An enemy drop system has been added. How many enemies you've destroyed will determine what you <strong><em>MIGHT</em></strong> get</li> <li>Some polish to the Phantom Bat's animation</li> <li>Proper points awarded for the different enemies,<br /> as well as for weapon combos (sincere thanks go to <a href="https://www.lexaloffle.com/bbs/?uid=78524"> <a href="https://www.lexaloffle.com/bbs/?uid=78524"> @Retro_Pup_Pico_8</a></a> for the research!)</li> <li>Ghosts have been added</li> <li>Fleamen have been tweaked (I just can't leave those dudes alone...)</li> <li>1ups have been added. They currently have a 1% chance to drop instead of a multishot</li> </ul> <p>(11/17/24)</p> <h2>Soundtrack</h2> <ul> <li>Whole soundtrack was re-recorded to up the volume a bit</li> <li>Underground has been filled out more</li> <li>Gate has been renamed to Prologue</li> <li>Vampire killer received small tweaks to fades</li> <li>Stalker now has even more oomph in the bass</li> <li>Wicked Child has had a pass to bring more balance, and make some notes more distinct</li> <li>Walking on the Edge has had a few cuts added to many notes</li> <li>Out of time has had cuts added to notes. It sounded kinda &quot;Whiney&quot; to me before... </li> <li>Nothing to lose has had minor alterations to the drum line</li> <li>Voyager has been cleaned up a bit</li> </ul> <p>(11/15/24)</p> <h2>Game</h2> <ul> <li>Underground song has been made more accurate</li> <li>File select &quot;Copy Mode&quot; has been added <ul> <li>Progress should be properly recorded in all instances </li> </ul></li> <li>You can now skip the map cutscene if you get there by loading a saved game.</li> <li>Beginning of some code TLC. Let me know if anything gets caught sideways </li> <li>Skeletons have been added. Very nimble for what they are. Don't underestimate them!</li> <li>Fleamen have been tweaked, and new mechanics added <ul> <li>Now, if you are invincible, they run away...</li> <li>They're a bit faster now</li> <li>small tweaks to map</li> </ul></li> </ul> <h2>Soundtrack</h2> <ul> <li>Track 1 has been given its proper name (Underground) as well as been trimmed properly</li> <li>Bonus guest album Castlevania III No Densetsu or Whatever has been added</li> </ul> <p>(11/11/24)</p> <h2>Game</h2> <ul> <li>A File select screen has been added. <ul> <li>Choose New game to enter your name in a slot (No blank names allowed, unless you use space...hmm) </li> <li>Choose a slot with an existing name to load</li> <li>Use Delete a file to clear a slot, but be careful as it is permanent! </li> </ul></li> <li>level 2 has been built out a bit. It is still incomplete, buts we're getting there!</li> <li>Flying Medusa heads, have been added. Their sinusoidal pattern can make them tricky...</li> <li>Fleamen have been added. They hop around like crazy, and are a general nuisance.</li> </ul> <h2>Soundtrack</h2> <ul> <li>The File select tune has been added</li> </ul> <p>(10/31/24)</p> <ul> <li>Player animation and control polish</li> <li>Full Soundtrack is in! This will be the beginning of change logs for it.</li> <li>Knight has been added. He will give chase if he sees you</li> <li>Fishmen have been polished</li> <li>Bats have been tweaked</li> <li>Slight map changes, some enemies and candles added</li> <li>Map Screen has been added, showing where the player will start, and where to find the boss</li> <li>First area of level 2 has been added. Nothing more... Plenty of messages, though.</li> <li>The bat boss now has hitstun</li> <li> <p>Slight rework of stopwatch mechanics all around<br /> (10/9/24)</p> </li> <li>Nothing to Lose has been added</li> <li>Heart of Fire has been added</li> <li>Bat has been added to the title screen. He's just a placeholder until I can get one of my very own</li> <li>Panther has been added. A fast moving cat that can sneak up if you aren't careful</li> <li>Fishmen have been added. They burst from the murky waters and belch fire. Tread lightly</li> <li>Reworked the map a bit to utilize the new enemies</li> <li>Simon can now jump backwards if you tap the rear direction, and press jump at the same time</li> <li>Made a pass over some animations</li> </ul> <p>(9/30/24)</p> <ul> <li> <p>This release was me taking a small break from coding to work on some music</p> <ul> <li>Stalker has been added</li> <li>Wicked Child has been added</li> <li>Walking on the Edge has been added</li> </ul> </li> <li>Made a pass over gameplay and visuals to be a little more polished and readable,</li> <li>Crushers have been added, but wont be used in the first level</li> <li>Dialed in the boss' behavior </li> </ul> <p>(9/22/24)</p> <ul> <li>Moved some stuff around on the map...</li> <li>Polish on the boss</li> <li>Fixed Multishot getting broken </li> <li>Simon now has a moment of hitstun</li> <li>Tweaked the axe hitbox a bit</li> <li>Adjusted Simon's walking speed</li> </ul> <p>(9/20/24)</p> <ul> <li>More work has been done on scoring. There are now multi hit combos and more money bags</li> <li>Secret areas and breakable walls have been added! Can you find them all?</li> <li>Bats have been added</li> <li>The boss has arrived! He is pretty tough... I may have to nerf him... like, a lot.</li> <li>First stage now has just about everything to be considered a complete first draft!</li> </ul> <p>(9/17/24)</p> <ul> <li>Level loading issue has been fixed!</li> <li>Tweaked a few sound effects</li> <li>Added a more dynamic health bar</li> </ul> <p>(9/16/24)</p> <ul> <li>Map has been expanded. Only rough dev art for now</li> <li>Castle entrance has been added</li> <li>Zombies have been added. They're numerous, but slow and weak</li> <li>Initial work on a scoring system has begun</li> <li>Brazier candles have been added</li> </ul> <p>(9/15/24)</p> <ul> <li>Added door transitions</li> <li>A new area is in place, That boss position is vacant...</li> </ul> <p>(9/13/24)</p> <ul> <li>Porkchop has been added. Collect it to gain 6 health</li> <li>Bone towers have been added. Watch out for their fireballs!</li> <li>Map layout has...changed? Castlevania itself is a creature of chaos, after all</li> <li>Damage functions are enabled</li> <li>Tweaked a few hit boxes for some balance</li> <li>Intro is in... Mind the construction, and wear your hard hat. Don't lose it...</li> </ul> <p>(9/12/24)</p> <ul> <li>Work on title screen has begun. Artwork by the ever talented Cephaccino! </li> <li>A stub has been added for the intro. It's left disabled for now</li> </ul> <p>(9/11/24)</p> <ul> <li>Added HUD to Game Over screen</li> <li>Added a few more platforms to play with, and rearranged some candles</li> <li>Revisited Vampire Killer to sound a little less harsh (I'll get it eventually...)</li> </ul> <p>(9/10/24)</p> <ul> <li>Floating platforms have been added</li> <li>Initial map loading is implemented. Use the stairs to traverse the different levels <ul> <li>Lower level added to try it out</li> </ul></li> <li> <p>Still tuning the stairs. They're still not quite perfect, but getting there... </p> </li> <li>Made another pass over music and SFX, to balance audio and to prevent clobbering</li> </ul> <p>(9/5/24)</p> <h3>Alright, peeps. I need to do some research on map manipulation and loading.</h3> <h3>Let's see what I can learn, then I can continue! In the meantime, let me know how</h3> <h3>the current features feel.</h3> <ul> <li>Made another pass on the stage one music, and rebalanced the audio</li> </ul> <p>(9/5/24)</p> <ul> <li>Added stage one music</li> <li>tweaked a few sfx and instruments</li> </ul> <p>I'll have to make another pass to try and eliminate sfx clobbering</p> <p>(9/2/24)</p> <ul> <li>Added a victory state, it currently just sends you back to the title screen</li> <li>Added some more music, victory and game over</li> </ul> <p>(9/1/24)</p> <ul> <li>Game is now fullscreen, gameplay and hud adjusted accordingly</li> <li>Axe now has a new feature: when throwing an axe, hold the movement arrow in the direction you're facing<br /> to throw it farther</li> <li>boomerang now goes faster to cover the screen</li> </ul> <p>(8/31/24)</p> <ul> <li>Candle contents take some context</li> <li>took a crack at fixing the stairs</li> <li>You can now travel up and down on the stairs,<br /> it's the same area, but im testing transitions </li> <li>Fixed subweapons not throwable after dying</li> <li>Tweaked small heart to drift to the left first</li> <li>Continuing from game over resets score</li> </ul> <p>(8/30/24)</p> <ul> <li>Adjusted some sfx</li> <li>Tweaked hitboxes for whip and all subweapons</li> <li>Fixed stopwatch not honoring the ammo cost</li> <li>Added initial multishot</li> <li>Stopwatch tuned so you can only throw it once</li> <li>Multishot added. Collect a II to double your shots, collect a III to triple!</li> <li>if you have no subweapon or a stopwatch, they give points instead</li> <li>small score graphics added</li> </ul> <p>(8/29/24)</p> <ul> <li> <p>Added in some SFX</p> </li> <li> <p>Adjusted hit boxes to more closely<br /> match visual feedback</p> </li> <li>New playground map with candles to<br /> whip</li> </ul> <p>(8/23/24)</p> <p>Initial release on Picotron!</p> <h3><em>LEGACY</em></h3> <p>(8/9/23) </p> <ul> <li>Several powerups have been added, as well as all sub-weapons <ul> <li><strong>Stopwatch</strong>: Freezes time to give you some room to breath, but it costs quite a few hearts to use</li> <li><strong>Cross</strong>: Emits a blinding holy light, destroying all enemies on screen! One use on pickup only.</li> <li><strong>Invisibility potion</strong>: Makes you invincible for about ten seconds.</li> </ul></li> <li>The whip upgrade is now fully working. Grab 1 to get a chain whip. Grab another to make it longer!</li> <li>I've sprinkled candles throughout the level to play with. Every available item and sub-weapon should be attainable, but some of the more valuable stuff is placed in harder to reach areas. Can you find them all?</li> <li>First Enemy has been added; <strong>The Bone Tower</strong>! (Thanks again for the art <a href="https://www.lexaloffle.com/bbs/?uid=10886"> <a href="https://www.lexaloffle.com/bbs/?uid=10886"> @HeyNetters</a></a>. I saw your Bone tower and<br /> was inspired for my first enemy!) <ul> <li>Acts more like a sentry than anything, but where it lacks in mobility it makes up for in toughness. Recommend at<br /> least a chain to deal with these guys. Watch your footing...</li> </ul></li> </ul> <p>(11/22/22)</p> <ul> <li> <p>I've decorated the map a bit, using assets and ideas provided by <a href="https://www.lexaloffle.com/bbs/?uid=10886"> <a href="https://www.lexaloffle.com/bbs/?uid=10886"> @HeyNetters</a></a>. Many thanks go to them for the art! This is all preliminary for now, but these just looked too good to not include them.</p> </li> <li> <p>Chain upgrade has been added. The chain graphics reflect the first upgrade, and the added length reflect the second. Collect the whip powerup to upgrade. </p> </li> <li> <p>Gameplay pause added upon collection of the whip powerup.</p> </li> <li> <p>Whip has been fixed so that you can no longer hit things behind you. Still need to look into that janky<br /> animation... </p> </li> <li> <p>Thanks to suggestions from <a href="https://www.lexaloffle.com/bbs/?uid=15232"> @dw817</a>, Simon's walk speed has been increased a bit, with matching animation. The whip also stays out for just a bit longer.</p> </li> <li>Minor changes to small heart to keep it from flying around so much.</li> </ul> <ul> <li>Tweaking pass on SFX.</li> </ul> <p>(8/26/22)</p> <h3>Sorry for the long delay, guys. I recently started a new job, and I have less time to work on this project now. I do, however, fully intend to see this project to completion. I need to work on some systems that can cut down on repeated code in here, as the token count is getting dangerously high. Despite that, I'm happy with where it is at so far. Let me know how you guys like it!</h3> <ul> <li> <p>Candles have been added. Until I can work out a feasible spawning system, these are hard coded. Whip them to make<br /> items come out.</p> </li> <li> <p>I have mocked up a status bar along the top of the screen. This is all subject to change as I figure out what will<br /> fit and what will not.</p> </li> <li> <p>A game clock is in place. It ticks down in seconds, and once it reaches zero, you're dead. There isn't much you<br /> can do about it at the moment, but I thought it would be fun to add, and it was really simple to implement. The<br /> clock will even start to beep after awhile, just to give you some unnecessary stress.</p> </li> <li>Hearts have been added. You now have a limited stock of ammunition. Whip candles to find more.</li> </ul> <p>(7/21/22)</p> <ul> <li> <p>Boomerang can now be caught. Small reason to post an update, but I thought it was important.</p> </li> <li> <p>Boomerang graphics rearranged so it animates like in the original game.</p> <p>This may be the last update for a little bit. The code for climbing stairs MUST be rewritten before I will<br /> continue. While it works great as it is, the code is just too darned bloated right now.</p> </li> </ul> <p>(7/20/22)</p> <ul> <li> <p>All throwable weapons have been added. Hold ❎ and press ⬆️ or ⬇️ to cycle through them,<br /> and press ⬆️ and 🅾️ to throw one. Like before, you can throw 3 at a time!</p> </li> <li>Holy water was redrawn to not be so huge. </li> </ul> <p>(7/19/22)</p> <ul> <li> <p>Holy water has been added, press ⬆️ and 🅾️ to throw it. You can throw 3 at a time.</p> </li> <li>Simon's sprite has been redrawn to make him more detailed and look a lot less scrawny. Many thanks go to the<br /> Discord community for their feedback on this matter!</li> </ul> <p>(7/18/22)</p> <ul> <li> <p>Stairs now work in all 4 directions.</p> </li> <li> <p>Plenty of stairs have been added to the map, so play around and let me know if anything breaks horrifically.</p> </li> <li>It is no longer possible to jump when a block is directly above the player.</li> </ul> <p>(7/16/22)</p> <ul> <li> <p>Commented out the code and formatted it so anybody could take a look and decipher it all...</p> </li> <li> <p>Taking a hit will now interrupt your attack.</p> </li> <li>Player can no longer warp through the ceiling when hurt.</li> </ul> <p>(7/15/22)</p> <ul> <li> <p>Player health, hurt state and death are implemented. There aren't any enemies yet, so for now you<br /> can press ⬆️ and ❎ to beat yourself up. These are disabled while on stairs...</p> </li> <li> <p>Continue screen has been added</p> </li> <li> <p>Made a pass on music and sound effects. I feel like the music instrumentation is way better now, and many of the<br /> sound effects are improving as well!</p> </li> <li>Initial HUD elements added. There are here only for a visual to pair with testing health and lives for now. </li> </ul> <p>(7/12/22)</p> <ul> <li>Changes to walk and stair climbing movement and animation speed. It felt just a tad sluggish before...</li> </ul> <p>(7/11/22)</p> <ul> <li> <p>Stairs are in progress. Right now there is only up-right and down-left movement, but this is a pretty good proof of concept. Whip is disabled for now while climbing them until I flesh out that aspect.</p> </li> <li> <p>The bottom of the screen is now a bottomless pit, and you will die and be reset.</p> </li> <li> <p>A small map to test out the mechanics and play around in. </p> </li> <li>Preliminary artwork has been added to make the view a little more interesting</li> </ul> <p>(7/10/22)</p> <ul> <li> <p>Jump physics have been reworked and the jank is now gone for the most part. I feel like the jumping is in a pretty good spot now.</p> </li> <li> <p>Initial work on the whip has been started. The animation is just a little janky, but I'm working on that :)</p> </li> <li>I am currently prototyping ideas for stairs. I haven't added stairs yet, so don't try...</li> </ul> <p>(6/26/22):</p> <ul> <li> <p>Basic movement is implemented; Walking, ducking, jumping and hard landing are in. There is one little niggle<br /> with collision and platforming. I'm sure you guys will know when you find it. (Edit) I've created a temporary workaround<br /> for this. Please let me know if you like how it handles. Collision is still not perfect, and you might still get<br /> hung up, but I'm working on that.</p> </li> <li>First draft of music has been created. Let me know how you like it! I might need to shift things around a bit<br /> before I release: I've not included everything I'd like to, and I've run out of room due to some initial (less<br /> than optimal) SFX layout choices.</li> </ul> <p>(6/27/22):</p> <ul> <li> <p>I've tweaked the jump physics to more closely match the original game. </p> </li> <li> <p>Invisible walls have been added. I wanted a way to create impassible areas without changing the collision.<br /> You can test this out near the lone block on the right.</p> <p>Now is the time where I sit down and take a class on <a href="https://www.lexaloffle.com/bbs/?pid=91798#p">Picomap</a> by <a href="https://www.lexaloffle.com/bbs/?uid=42638"> @JadeLombax</a>. I may as well get this figured out<br /> and implemented now, since stairs will likely rely on it...</p> </li> </ul> <p></div></div></div></p> <h1>Happy whipping, Hunters!</h1> https://www.lexaloffle.com/bbs/?tid=143944 https://www.lexaloffle.com/bbs/?tid=143944 Fri, 30 Aug 2024 03:54:59 UTC Contra 3 The Alien Wars intro <p>I was getting to grips with SSPR(), and whipped up something resembling a title screen for a...game???</p> <p>I had so much fun just THRASHING that SSPR() command here! I'm aware SSPR() existed on Pico-8<br /> as well, but this was just me messing with it, and since I made something resembling Contra on<br /> Pico-8, I figured why not tease &quot;<em>something what could be...</em>&quot; while I'm at it?</p> <p>Let me know what you think!</p> <p> <table><tr><td> <a href="/bbs/?pid=144632#p"> <img src="/bbs/thumbs/pico64_contra3-0.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=144632#p"> contra3</a><br><br> by <a href="/bbs/?uid=52360"> Turbochop</a> <br><br><br> <a href="/bbs/?pid=144632#p"> [Click to Play]</a> </td></tr></table> </p> https://www.lexaloffle.com/bbs/?tid=141137 https://www.lexaloffle.com/bbs/?tid=141137 Wed, 27 Mar 2024 05:57:51 UTC Graveyard theme (Updated 9/5/24) <h2>Here is my cover of a spooky graveyard theme from computer games of yore!</h2> <p>Click the spoiler for changes...</p> <p><div><div><input type="button" value=" Show " onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = ' Hide '; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = ' Show '; }"></div><div><div style="display: none;"></p> <h3>(9/5/24)</h3> <h3>I've decided to revisit this song. It's slower now, and the arrangement was adjusted a bit. Hope you like it!</h3> <p></div></div></div></p> <p>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!</p> <p>Have a listen and let me know what you think.</p> <p>First one to guess where this song is from gets a virtual cookie!</p> <p> <table><tr><td> <a href="/bbs/?pid=142385#p"> <img src="/bbs/thumbs/pico8_graveyard-1.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=142385#p"> Graveyard</a><br><br> by <a href="/bbs/?uid=52360"> Turbochop</a> <br><br><br> <a href="/bbs/?pid=142385#p"> [Click to Play]</a> </td></tr></table> </p> https://www.lexaloffle.com/bbs/?tid=140498 https://www.lexaloffle.com/bbs/?tid=140498 Mon, 04 Mar 2024 04:49:35 UTC TMNT the Arcade Game. Stage 1 Music <p>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...</p> <p>Anyway, Here it is for everyone to listen to.</p> <p> <table><tr><td> <a href="/bbs/?pid=129958#p"> <img src="/bbs/thumbs/pico8_tmnt-8.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=129958#p"> tmnt</a><br><br> by <a href="/bbs/?uid=52360"> Turbochop</a> <br><br><br> <a href="/bbs/?pid=129958#p"> [Click to Play]</a> </td></tr></table> </p> <p>Please let me know what you think!</p> <p>P.S.</p> <p>Logos are really hard to draw with a trackpad... :)</p> <h3>Updated 09/12/24</h3> <p>Revisited this track for better flow. I suppose its true what they say: Projects are only abandoned, never finished. </p> https://www.lexaloffle.com/bbs/?tid=52810 https://www.lexaloffle.com/bbs/?tid=52810 Sat, 20 May 2023 10:08:00 UTC Sweet Home Lobby Music <p>Het all!</p> <p>It seems I'm on a cover kick.</p> <p>Here is the lobby theme from Sweet Home by Capcom!<br /> <table><tr><td> <a href="/bbs/?pid=123806#p"> <img src="/bbs/thumbs/pico8_sweethome-1.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=123806#p"> sweethome</a><br><br> by <a href="/bbs/?uid=52360"> Turbochop</a> <br><br><br> <a href="/bbs/?pid=123806#p"> [Click to Play]</a> </td></tr></table> </p> <p>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.</p> <p>As always, let me know how you like it!</p> <h3>Updated 03/03/24</h3> <p>Slight formatting change for compatibility with latest version of Pico-8</p> https://www.lexaloffle.com/bbs/?tid=51019 https://www.lexaloffle.com/bbs/?tid=51019 Fri, 06 Jan 2023 06:46:28 UTC Super C Boss Music <p>I was playing around with Pico-8's music editor, and put this song together from memory.</p> <p>I'm really happy with how it turned out, and decided to make some art for a release! </p> <p>Let me know what you think.</p> <h3>Updated 03/03/24</h3> <p>Slight formatting change for compatibility with latest version of Pico-8</p> <h3>Updated 12/22/22</h3> <p>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.</p> <h3>(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.)</h3> <p> <table><tr><td> <a href="/bbs/?pid=120423#p"> <img src="/bbs/thumbs/pico8_supercboss-5.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=120423#p"> supercboss</a><br><br> by <a href="/bbs/?uid=52360"> Turbochop</a> <br><br><br> <a href="/bbs/?pid=120423#p"> [Click to Play]</a> </td></tr></table> </p> https://www.lexaloffle.com/bbs/?tid=50149 https://www.lexaloffle.com/bbs/?tid=50149 Thu, 10 Nov 2022 03:21:00 UTC Picovania (Updated 8/9/23) <h3>Good news - I was able to bring the game over to Picotron! Check it out <a href="https://www.lexaloffle.com/bbs/?tid=143944">Here</a></h3> <p>Hey all! </p> <p>It's been awhile, hasn't it?</p> <p>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) </p> <p> <table><tr><td> <a href="/bbs/?pid=113442#p"> <img src="/bbs/thumbs/pico8_projectcv-34.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=113442#p"> Picovania</a><br><br> by <a href="/bbs/?uid=52360"> Turbochop</a> <br><br><br> <a href="/bbs/?pid=113442#p"> [Click to Play]</a> </td></tr></table> </p> <p>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!</p> <h3>Change Log:</h3> <p><div><div><input type="button" value=" Show " onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = ' Hide '; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = ' Show '; }"></div><div><div style="display: none;"> </p> <p>(8/9/23)</p> <h3>Apologies for the long gap between releases once again. My job makes it difficult to sit down and work on the game these days. I got a good chunk of me time, recently, and I was able to add all kinds of stuff!</h3> <ul> <li>Several powerups have been added, as well as all sub-weapons <ul> <li><strong>Stopwatch</strong>: Freezes time to give you some room to breath, but it costs quite a few hearts to use</li> <li><strong>Cross</strong>: Emits a blinding holy light, destroying all enemies on screen! One use on pickup only.</li> <li><strong>Invisibility potion</strong>: Makes you invincible for about ten seconds.</li> </ul></li> <li>The whip upgrade is now fully working. Grab 1 to get a chain whip. Grab another to make it longer!</li> <li>I've sprinkled candles throughout the level to play with. Every available item and sub-weapon should be attainable, but some of the more valuable stuff is placed in harder to reach areas. Can you find them all?</li> <li>First Enemy has been added; <strong>The Bone Tower</strong>! (Thanks again for the art <a href="https://www.lexaloffle.com/bbs/?uid=10886"> <a href="https://www.lexaloffle.com/bbs/?uid=10886"> @HeyNetters</a></a>. I saw your Bone tower and was inspired for my first enemy!) <ul> <li>Acts more like a sentry than anything, but where it lacks in mobility it makes up for in toughness. Recommend at<br /> least a chain to deal with these guys. Watch your footing...</li> </ul></li> </ul> <p>(11/22/22)</p> <ul> <li> <p>I've decorated the map a bit, using assets and ideas provided by <a href="https://www.lexaloffle.com/bbs/?uid=10886"> <a href="https://www.lexaloffle.com/bbs/?uid=10886"> @HeyNetters</a></a>. Many thanks go to them for the art! This is all preliminary for now, but these just looked too good to not include them.</p> </li> <li> <p>Chain upgrade has been added. The chain graphics reflect the first upgrade, and the added length reflect the second. Collect the whip powerup to upgrade. </p> </li> <li> <p>Gameplay pause added upon collection of the whip powerup.</p> </li> <li> <p>Whip has been fixed so that you can no longer hit things behind you. Still need to look into that janky<br /> animation... </p> </li> <li> <p>Thanks to suggestions from <a href="https://www.lexaloffle.com/bbs/?uid=15232"> @dw817</a>, Simon's walk speed has been increased a bit, with matching animation. The whip also stays out for just a bit longer.</p> </li> <li>Minor changes to small heart to keep it from flying around so much.</li> </ul> <ul> <li>Tweaking pass on SFX.</li> </ul> <p>(8/26/22)</p> <h3>Sorry for the long delay, guys. I recently started a new job, and I have less time to work on this project now. I do, however, fully intend to see this project to completion. I need to work on some systems that can cut down on repeated code in here, as the token count is getting dangerously high. Despite that, I'm happy with where it is at so far. Let me know how you guys like it!</h3> <ul> <li> <p>Candles have been added. Until I can work out a feasible spawning system, these are hard coded. Whip them to make<br /> items come out.</p> </li> <li> <p>I have mocked up a status bar along the top of the screen. This is all subject to change as I figure out what will<br /> fit and what will not.</p> </li> <li> <p>A game clock is in place. It ticks down in seconds, and once it reaches zero, you're dead. There isn't much you<br /> can do about it at the moment, but I thought it would be fun to add, and it was really simple to implement. The<br /> clock will even start to beep after awhile, just to give you some unnecessary stress.</p> </li> <li>Hearts have been added. You now have a limited stock of ammunition. Whip candles to find more.</li> </ul> <p>(7/21/22)</p> <ul> <li> <p>Boomerang can now be caught. Small reason to post an update, but I thought it was important.</p> </li> <li> <p>Boomerang graphics rearranged so it animates like in the original game.</p> <p>This may be the last update for a little bit. The code for climbing stairs MUST be rewritten before I will<br /> continue. While it works great as it is, the code is just too darned bloated right now.</p> </li> </ul> <p>(7/20/22)</p> <ul> <li> <p>All throwable weapons have been added. Hold ❎ and press ⬆️ or ⬇️ to cycle through them,<br /> and press ⬆️ and 🅾️ to throw one. Like before, you can throw 3 at a time!</p> </li> <li>Holy water was redrawn to not be so huge. </li> </ul> <p>(7/19/22)</p> <ul> <li> <p>Holy water has been added, press ⬆️ and 🅾️ to throw it. You can throw 3 at a time.</p> </li> <li>Simon's sprite has been redrawn to make him more detailed and look a lot less scrawny. Many thanks go to the<br /> Discord community for their feedback on this matter!</li> </ul> <p>(7/18/22)</p> <ul> <li> <p>Stairs now work in all 4 directions.</p> </li> <li> <p>Plenty of stairs have been added to the map, so play around and let me know if anything breaks horrifically.</p> </li> <li>It is no longer possible to jump when a block is directly above the player.</li> </ul> <p>(7/16/22)</p> <ul> <li> <p>Commented out the code and formatted it so anybody could take a look and decipher it all...</p> </li> <li> <p>Taking a hit will now interrupt your attack.</p> </li> <li>Player can no longer warp through the ceiling when hurt.</li> </ul> <p>(7/15/22)</p> <ul> <li> <p>Player health, hurt state and death are implemented. There aren't any enemies yet, so for now you<br /> can press ⬆️ and ❎ to beat yourself up. These are disabled while on stairs...</p> </li> <li> <p>Continue screen has been added</p> </li> <li> <p>Made a pass on music and sound effects. I feel like the music instrumentation is way better now, and many of the<br /> sound effects are improving as well!</p> </li> <li>Initial HUD elements added. There are here only for a visual to pair with testing health and lives for now. </li> </ul> <p>(7/12/22)</p> <ul> <li>Changes to walk and stair climbing movement and animation speed. It felt just a tad sluggish before...</li> </ul> <p>(7/11/22)</p> <ul> <li> <p>Stairs are in progress. Right now there is only up-right and down-left movement, but this is a pretty good proof of concept. Whip is disabled for now while climbing them until I flesh out that aspect.</p> </li> <li> <p>The bottom of the screen is now a bottomless pit, and you will die and be reset.</p> </li> <li> <p>A small map to test out the mechanics and play around in. </p> </li> <li>Preliminary artwork has been added to make the view a little more interesting</li> </ul> <p>(7/10/22)</p> <ul> <li> <p>Jump physics have been reworked and the jank is now gone for the most part. I feel like the jumping is in a pretty good spot now.</p> </li> <li> <p>Initial work on the whip has been started. The animation is just a little janky, but I'm working on that :)</p> </li> <li>I am currently prototyping ideas for stairs. I haven't added stairs yet, so don't try...</li> </ul> <p>(6/26/22):</p> <ul> <li> <p>Basic movement is implemented; Walking, ducking, jumping and hard landing are in. There is one little niggle<br /> with collision and platforming. I'm sure you guys will know when you find it. (Edit) I've created a temporary workaround<br /> for this. Please let me know if you like how it handles. Collision is still not perfect, and you might still get<br /> hung up, but I'm working on that.</p> </li> <li>First draft of music has been created. Let me know how you like it! I might need to shift things around a bit<br /> before I release: I've not included everything I'd like to, and I've run out of room due to some initial (less<br /> than optimal) SFX layout choices.</li> </ul> <p>(6/27/22):</p> <ul> <li> <p>I've tweaked the jump physics to more closely match the original game. </p> </li> <li> <p>Invisible walls have been added. I wanted a way to create impassible areas without changing the collision.<br /> You can test this out near the lone block on the right.</p> <p>Now is the time where I sit down and take a class on <a href="https://www.lexaloffle.com/bbs/?pid=91798#p">Picomap</a> by <a href="https://www.lexaloffle.com/bbs/?uid=42638"> @JadeLombax</a>. I may as well get this figured out<br /> and implemented now, since stairs will likely rely on it...</p> </li> </ul> <p></div></div></div></p> https://www.lexaloffle.com/bbs/?tid=48246 https://www.lexaloffle.com/bbs/?tid=48246 Tue, 21 Jun 2022 15:30:12 UTC Contra Demake (Version .73 fixed) Updated 2/11/23 <p> <table><tr><td> <a href="/bbs/?pid=94206#p"> <img src="/bbs/thumbs/pico8_fijepuzide-42.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=94206#p"> Contra version .73</a><br><br> by <a href="/bbs/?uid=52360"> Turbochop</a> <br><br><br> <a href="/bbs/?pid=94206#p"> [Click to Play]</a> </td></tr></table> </p> <h2>Be sure to check the change log to see what's new!</h2> <p>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.</p> <h3>Change log</h3> <p><div><div><input type="button" value=" Show " onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = ' Hide '; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = ' Show '; }"></div><div><div style="display: none;"></p> <p>Contra version .73 (fixed)</p> <p>The latest Pico-8 update evidently changed the way the (--[[) switch works, breaking the game! XD<br /> This is fixed.</p> <p>Contra version .73</p> <h3>This version could be considered a bug fix/polish release...</h3> <ul> <li> <p>Tweaked the machine gun sound to give a more &quot;auto-fire&quot; feel to it.</p> </li> <li> <p>fixed underwater behavior so that your gun <strong>Actually</strong> won't fire. Somehow I missed that the feature was broken<br /> all this time...</p> </li> <li> <p>Changed the behavior of the continue cursor. Now it will only make a sound if you switch to the other option</p> </li> <li>Tweaked the runner enemy so that they cannot kill you when they fly back after being shot. </li> </ul> <p>Contra version .72</p> <h3>This version has been sitting on my computer for some time now, And I figured it has enough changes to warrant a release.</h3> <ul> <li> <p>More sprite edits by ReeceGames.</p> </li> <li> <p>Machine gun sprites changed to better set it apart from the Pea shooter </p> </li> <li> <p>Boss bullets will now fall straight to the ground, making him a little more difficult.</p> </li> <li>Fire sounds have been changed to more closely match what is happening.</li> </ul> <p>Contra version .70</p> <h3>Special thanks go to ReeceGames for their contribution to the graphics work!</h3> <ul> <li>Sprite edits to player, enemy, turret and shutter graphics to improve quality.</li> </ul> <p>Contra version .68</p> <h3>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!</h3> <ul> <li> <p>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...</p> </li> <li> <p>Fire Weapon fully implemented! It's not the greatest for crowd control, but it is highly effective against<br /> emplacements.</p> </li> <li> <p>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...</p> </li> <li> <p>Another pass on map and object graphics to improve detail and readability. </p> </li> <li>It is no longer possible to soft lock the game by taking damage from two things at the same time. </li> </ul> <p>Contra version .63</p> <ul> <li>Detail pass on map graphics</li> </ul> <p>Contra version .62</p> <ul> <li> <p>Tweaks to sound effects playback to reduce clobbering</p> </li> <li> <p>New explosion sound for turrets, shutters and cannons to help them stand out a little more and make blowing them up<br /> just a little more satisfying.</p> </li> <li>Adjusted collision so you can't scale the Base exterior</li> </ul> <p>Contra version .61</p> <ul> <li>fixed cannons not clearing out after a game over.</li> </ul> <p>Contra version .60</p> <ul> <li> <p>Turrets have been added. They have pretty good servos, so don't think you can slip past them so<br /> easily. A healthy dose of gunfire ought to short their circuits.</p> </li> <li>The boss now has some defenses in two cannons. They just kind of spew bullets on the ground, but they are still<br /> lethal. Blow them up if they are bugging you.</li> </ul> <p>Contra version .51</p> <ul> <li>Changed powerup collision so they pass through semi-solid platforms correctly</li> <li>The first Rapid and Machine Gun powerups have switched places.</li> </ul> <p>Contra version .50</p> <ul> <li>Boss has been added. There are no defenses for it, but he did finally show up.</li> <li>Runner enemy type has been added. They move fast, so you have to be on your toes. At least they are easy to kill...</li> <li>Powerup shutters fully implemented. Shoot them to receive an item!</li> <li>Victory state implemented.</li> </ul> <p>Contra version .30</p> <ul> <li>Capsules are fully implemented! they can be shot for a powerup, and I have sprinkled a few through the level</li> <li>Powerup behavior is implemented. Available powerups are: Machine gun, Spread, Fire, Laser and Rapid Shot</li> <li>Machine gun fires in full auto, like a Machine gun should!</li> <li>Collect Rapid Shot to nearly double the speed of your bullets!</li> <li>Sound and partial graphics in place for all weapons</li> <li>Adjustments made to some sound effects</li> <li>Minor changes to title music</li> </ul> <p>Contra version .25</p> <ul> <li>Phase one of capsules added. You can't shoot them yet, but if you press ⬆️ and 🅾️ one will spawn from Bill's location.<br /> I also have one capsule setup to spawn in as a script</li> <li>Initial work on items started</li> <li>Initial work on spread gun started.</li> <li>Small explosions added. Press ⬆️ and ❎ to make a capsule go boom!</li> </ul> <p>Contra Version .22</p> <ul> <li>Adjusted wipe speed to more closely match the NES version</li> <li>Map filled out with initial artwork</li> <li>Player spawn delay now consistent</li> <li>Code commented out a little more, and formatting changes</li> <li>Minor alterations to music </li> </ul> <p>Contra version .2</p> <ul> <li>Submitted to BBS</li> </ul> <p></div></div></div></p> <p>Here is my &quot;One Level Concept&quot; Demake of <strong>Contra</strong> for PICO-8!<br /> <div><div><input type="button" value=" Show " onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = ' Hide '; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = ' Show '; }"></div><div><div style="display: none;"><br /> I would just like to say that I absolutely love developing on this platform. The tools are fun to use, and the sheer number of resources available for learning the ropes are... humbling.. to say the least.</p> <p>On the note of resources, I feel like I should give a shout out to <a href="https://www.youtube.com/channel/UCbMjF_cWciuBUZjILNL1fyA">Nerdy Teachers</a> and the <a href="https://sectordub.itch.io/pico-8-fanzine-1">PICO-8 fanzines</a> for giving me a good idea of where to start, and to <a href="https://www.youtube.com/channel/UCAY9qxuOLj82c4TmLoVKnJg">doc_robs</a> for taking everything a step further! I am sure if you take one look at my code you will see their examples being put to good use.</p> <p>At any rate, I've set out to create at least the first level from Contra on NES. I still have a little way to go, but I felt that I had reached a few major milestones, and would like to share with everyone what I've been up to... </p> <p>That said, I have absolute <strong><em>ZERO</em></strong> coding experience, so please keep that in mind when you stare in disbelief at my code, although I am absolutely open to feedback.<br /> </div></div></div><br /> Enough about that! Let's get down to the nitty gritty...</p> <h1>Controls:</h1> <ul> <li>Press ⬅️ to move left</li> <li>Press ➡️ to move right</li> <li>Press ⬇️ to go prone</li> <li>❎ will make you jump</li> <li>🅾️ will fire your weapon</li> </ul> <p>More detailed controls in the spoiler...</p> <p><div><div><input type="button" value=" Show " onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = ' Hide '; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = ' Show '; }"></div><div><div style="display: none;"></p> <ul> <li> <p>You can fire in all 8 directions! Simply press in the desired direction and ol' Bill Rizer will make it so.<br /> (Note: You cannot fire straight down unless you are jumping or falling.)</p> </li> <li> <p>If you go prone on a floating platform and press the Jump button he will drop down!<br /> (That part took me FOREVER to figure out) (Note: This will not work on the bridge...)</p> </li> <li> <p>If you go prone while in water you can dive under. Your gun can't fire, though...</p> </li> <li> <p>If you just run off a ledge, you cannot immediately change direction. So if you run right off a cliff don't say I<br /> didn't warn you. Jumping allows FAR more control.</p> <p>Those are all the controls you need to know!</p> </li> </ul> <p></div></div></div></p> <h1>Game Details</h1> <p><div><div><input type="button" value=" Show " onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = ' Hide '; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = ' Show '; }"></div><div><div style="display: none;"></p> <h2>What is here:</h2> <ul> <li> <p>Player movement is fully implemented. I will certainly have to tweak a few things, but everything works as<br /> intended...hopefully</p> </li> <li> <p>Death and lives</p> </li> <li> <p>The Pea shooter, Machine gun and Fire are fully implemented.</p> </li> <li> <p>The first stage layout.</p> </li> <li> <p>Items, capsules, Shutters and small explosions.</p> </li> <li> <p>A soldier drone that runs fast and can juke you if he catches you on a platform.</p> <ul> <li>Side mounted Turrets that track you</li> </ul> </li> <li> <p>The Boss, and some meager defenses.</p> </li> <li> <p>Victory state when you blow him up...</p> </li> <li> <p>Title, Game and Game over states are in place and working.</p> </li> <li> <p>Ending since I have reached the token limit.</p> </li> <li>Music and sound effects are in place. My musical ear is a little out of tune, and my rhythm is near non-existent,<br /> so please let me know if you catch anything while listening to it.</li> </ul> <h2>What was planned:</h2> <ul> <li> <p><strong>More weapons!</strong> Preferably all of them had I enough room: Machine gun, Spread, Fire and Laser!<br /> (Machine gun and Fire implemented!) </p> </li> <li> <p><strong>Enemies.</strong> well, <em>duh</em>... right? You gotta have enemies that you can attack aggressively!</p> <ul> <li>Gun emplacements that pop up from the ground</li> <li>More advanced soldiers that remembered they had a pistol...</li> <li>Standing soldiers that fire at you from a stationary position</li> <li>Soldiers that appear from behind the brush<br /> .</li> </ul> </li> </ul> <p></div></div></div></p> <h1>Known Bugs</h1> <p><div><div><input type="button" value=" Show " onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = ' Hide '; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = ' Show '; }"></div><div><div style="display: none;"></p> <p>For the love of all that is not mayonnaise, go ape on this thing! I'd like for you guys to twist and bend and<br /> faniggle until either the game breaks, or you do. If you do manage to make the game buckle in some interesting or<br /> hilarious way PLEASE tell me all about it, and be sure to post a screenshot if you did something truly horrific.</p> <h2>Here is what I have found so far:</h2> <ul> <li> <p>Right now I have the Capsules set to spawn when the camera is within certain X and Y positions. If you stand in just the right spot a stream of capsules will spawn.</p> </li> <li> <p>There is an issue with firing your gun while jumping out of water that causes Bill's top half to begin cycling<br /> through all the sprites. I haven't quite pinned down what is causing that, or how to replicate it reliably.</p> </li> <li> <p>Sometimes when you die, instead of showing the sprite of Bill l<br /> ying on the ground, it shows him prone.</p> </li> <li> <p>If you press ⬇️ and ⬅️ or ➡️ while jumping, Bill will go prone for 1 frame.</p> </li> <li> <p>Not necessarily a bug, but I am still figuring out how to make the map longer than what is allowed.<br /> For now, there is a jarring snap to position when you cross into the second half of the stage.</p> </li> <li> <p>The area directly underneath what has been built has some garbage just below the screen in the map editor due<br /> the whole sprite bank/map bank &quot;Sharing&quot; thing. PICO-8 counts these areas as collision, and Bill will land on it if<br /> he dies. (Maybe mitigated since the whole map is now laid out.)</p> </li> <li>The title screen shows for a moment before doing its thing if you arrive from the Continue, ending or Game over screen.</li> </ul> <p></div></div></div></p> <h1>Final Words and Thanks!</h1> <p><div><div><input type="button" value=" Show " onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = ' Hide '; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = ' Show '; }"></div><div><div style="display: none;"></p> <h2>So... why are you doing this, again?</h2> <p><strong>I am a humungous video game nerd!</strong> </p> <p>I love playing them, I love looking at them, I love listening to them! </p> <p>I've wanted to make them for some time now, and I have tried several platforms but I always ran into some hang up or other, but When I first discovered PICO-8 last year I instantly fell in love! Seriously, this thing is so easy to use. My creativity can just... flow, and I love Pico-8 for that! </p> <p>While I played around with other people's games for awhile I brainstormed, and Contra just kept pushing it's way forward. I began to think about how Bill Rizer would look as an 8 x 8 sprite and began drawing. I finished a first draft of his standing pose and thought, &quot;Dude... this could work. I could <strong>do</strong> this&quot;. One could gesture wildly at an NES with both hands while shouting, &quot;You want Contra? Here it is! the work is done, just play it here&quot;. To that I would point at PICO-8 and say &quot;Yes, but I <strong>made</strong> this.&quot;</p> <p>In addition to the kudos mentioned at the top of my post, </div></div></div>I'd like to thank Lexaloffle for this fantastic program, and Konami for my childhood memories and this inspiration. Also, mad props to the PICO-8 community, you guys are amazing!</p> https://www.lexaloffle.com/bbs/?tid=43595 https://www.lexaloffle.com/bbs/?tid=43595 Tue, 29 Jun 2021 15:30:01 UTC