Old_version:
Here's a peek at a voxel based flight simulator engine that I have been working on.
The engine is heavily inspired by Comanche:
https://en.wikipedia.org/wiki/Comanche_(series)
I've been having fun with the smooth and seamless map generation. Perhaps other folks can make use of that code.
I don't think that I am ever going to get the frame rate up to butter smooth 30fps without dropping the res so low that things are unreadable, but maybe a flight sim can settle at 15 and be okay.
Updates:
--Added controllable ship with shadow
--Up and down controls height
--Z controls thrust
--Rings to collect
--F to explore the ship / return to flight mode
-Electric Gryphon

I have also tried passing the -width and -height flags.
seppi@seppi7:~♠ pacman -Ss gnome-session
extra/gnome-session 3.20.2-1 (gnome) [installed]
The GNOME Session Handler
seppi@seppi7:~♠ cat /etc/issue
Arch Linux \r (\l)
seppi@seppi7:~♠ uname -a
Linux seppi7 4.6.4-1-ARCH #1 SMP PREEMPT Mon Jul 11 19:12:32 CEST 2016 x86_64 GNU/Linux
|


I have absolutely no idea what's going on here, but after working on a game for an hour or so, the left and up buttons stop being read as input. btn() doesn't register them at all. Down, right, O, X, and all of player 1's buttons work just fine. Neither loading another cart nor rebooting fixes it; only manually restarting the console seems to help.
The keys themselves work fine in the editor and on the command line; it's only within a running game that they don't seem to register as button presses.
On Linux 64.
Anyone already have a function coded for checking to see if an x/y point is inside a rectangle with given points?
They're not "straight" rectangles, they'll be moving so I'm drawing them with 4 x/y points. I've found various formulas for getting the answer but wondering maybe someone had that done already? ...just being lazy... :)
This is my very first game I have ever coded. I am really excited, for (although the code is pretty sloppy) the game has turned out to be great in my opinion. The reason why the game version is "Beta... ish" is because I would not consider this as the "full version" of the game. The full version of the game will include a title screen, Boo boo bear, and some settings and other fun stuff.
Thank you for reading and for playing my very first game!

I am interested in purchasing the Next Thing's PocketCHIP which says it comes with PICO-8.
What I'd like to know is - does the PocketCHIP's PICO-8 come with access to DRM-free downloads for Windows, Linux and OSX, along with all future updates ?
To show some of my own 8x8 pixel work (which I've actually done now for several years), here is a sample.


Remade a game for the pico8 that I made a long time ago. Explore the cave, try to survive and collect everything before your fuel runs out! Beware of enemies, land on all the different colored flags to refuel and collect the golden cup to win. Avoid bumping into walls or the ceiling: it will rapidly deplete fuel for crashing.
Let me know what you all think!
Left/Right - Guide Helicopter / Select Helicopter on Intro screen
Z - Fly up
X - Shoot
Up/Down - Can aim rockets upward or downward
Unlock more helicopters at 2000,3000, and 4000 high score. This is pretty easy to obtain once you learn your way around the map a little bit.
Todo:
-Improve map
-Possibly add music
-Clean up code
v1.3 - Big graphics change, name change, Score when you get the cup is time-based.
v1.2 - New screen on game-over, a few other minor changes. Probably the last version for a while.
v1.1 - map2 memory reloading bug fix, added 3 unlockable helicopters with different stats
v1.0 - added an end game, finished up the map. It's finally a full game!
v.5 - added intro/ game over , high score, volcano enemy.
v.4 - Changed the map, added score and score pop-ups, added sounds, made enemies spawn based on map tile rather than manually adding them via code.
v.3 - Added two enemies, redid map, added unlockable doors via flags and destroying rocks. Redid some code
v.2 - Updated graphics, added platforms for fuel
v.1 - Basic framework for the game

Here's a little space shooter I made for my August #1GAM.
Music is my own chiptune cover of one of my favorite songs, "Scars on Land" by Kings of Convenience. https://www.youtube.com/watch?v=GNZZa9IYkPo
There are 6 waves of enemies. Try to beat the current hi score of 3110. Good luck and don't die!

This is a little bundle of 4 theme songs from gaming youtubers I watch on occasion. The cartridge will play them all side by side in the following order:
- Jontron
- Projared
- Chadtronic
- Game Theory
- Videogames
Lemme know What you think in the comment thread! Feel free to use this in whatever games you want. If you would like me to make a cover of a certain song, or whatnot, let me know and I'll see what I can do. Thanks for listening!
1.2: Added Sprite art & fixed up some code.

Deep Within the Void
Cold and Alone
All that is Left
...
The Violet Signal
Hint: To skip the intro hold z+x, but c'mon, give it a watch!
The Violet Signal
A Boss Only SHMUP
A Pico-8 Game made by Jesse Bergerstock @illMadeCoder 2016
TWITTER
Locate The Violet Signal by triangulating signal and overcoming a space horror at each node!
About The Game
Hello Pico-8 forum, this is the first game I've moved from zero to complete after years of of making half games in Unity, I managed to get through it in the simple Pico-8 engine.
This project took my approximately three months off and on to complete, going into it with no other pico-8 experience. A successful summer project.
I think for the most part the game speaks for itself, controls are located at the bottom of the title screen. The game itself consists of three separate stages, which are all boss fights in the traditional sense.
If you'd like to help with development let me know if any of the bosses gave you a particularly hard or easy time! Each stage is inspired by some of the major SHMUP subgenres and it has been tricky to balance.
[b]Thanks






6 comments




.jpg)



