Log In  

BBS > Superblog
Posts: All | Following    GIFs: All | Postcarts    Off-site: Accounts

Cart #hakai-3 | 2022-09-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
154

The game's finally released! Hope you all enjoy it as much as I did making it!

Gameplay

HAKAI is a momentum based aerial fighting game that takes cues from Dragonball Z.
Win three rounds to beat your opponent. If the timer runs out, whoever has the lower amount of health wins, and if the players' health are equal it's a draw.

You can choose whatever combination of character, bullet and super type you want. All changing character does is pick your color, though if you're in Practice mode, the character of your opponent matches the AI that character would have in Arcade mode.

Arcade Mode

The 28th HAKAI Tournament has begun! Do you have what it takes to win?

In this mode you can fight four increasingly-difficult AI opponents across the four maps.

Local Versus

Fight against your friend!

The camera is set to zoom out much further to try to keep both players inside the screen at all times.

Practice

No time limit and infinite health versus a dummy.

You can use the menu to enable/disable the dummy AI and command info. You will select the dummy's character and skills after confirming yours.

Controls:

Movement and Jumps

Input left and right with the arrow keys to move on the ground. If you have some speed and input the opposite direction you will skid.

Press Z/C on the ground to jump. If you jump while skidding you will "side jump" which cancels all your horizontal speed.
Hold down before jumping to super jump, adding much more vertical speed. You can also do "super side jumps"!

Dodging

Press Z/C while airborne to dodge in the direction held with the arrow keys. If no direction is held you will dodge in whatever direction you are moving.

Hold Z/C while a direction is held to fly. This drains energy, but you can still fly when you have none left.
-Flying is a fast movement option and good for covering large distances.

Charging

Hold Z/C while no direction is held to charge energy. Charging for longer increases the speed at which energy is gained. You will also slow down and stop moving, even in midair.

Physical Attacks

Press X/V while a direction is held to do a dash.
-The dash will auto track towards the opponent, and will automatically do a strike upon reaching them.
-The direction held will choose the direction of the initial burst of speed.

Hold X/V during a dash to start a heavy dash.
-The heavy strike deals more damage and stun, and launches the opponent much farther.
-The heavy dash gives an addition speed burst and is overall faster, but doesn't track as much making it easier to dodge it.
-During a heavy dash,energy will be drained.
-You cannot start a heavy dash if your energy bar is gray.

If you press X/V while no direction is held you can cancel a dash. You cannot cancel a heavy dash!

Projectiles

Press X/V while no direction is held to shoot a projectile.
-Projectiles auto aim and track on their own. They consume some energy to fire. You cannot fire a projectile without enough energy!
-There are four kinds of projectile: Bullet, Heavy, Sniper, and Track.
-Bullet has a higher fire rate.
-Heavy has a low fire rate but is larger and deals more damage and stun.
-Sniper travels faster than the others.
-Track travels slowly but follows the opponent very well.

Supers

Hold X/V while no direction is held and your energy bar is flashing to charge a super!
-There are four kinds of super: Barrage, Nova, Beam, and Bomb.
-All supers interrupt and damage players, even during dash or heavy dash.
-While charging and firing a super you are immune to only projectiles. You are not immune to either kind of dash attack or any super.
-The exception is the Nova attack, which after charged is immune to any other attack, including supers.

-Beam will slow down a Nova.
-Only the "beam" part of Beam has a hitbox. You can flank the beam and strike the opponent's backside.
-If two beams collide they will do a beam clash. This restores energy to both players.

Stunning

All attacks stun the opponent a varying amount. The amount of stun a player has left is indicated by the combo meter.
-While stunned you cannot do anything! Stunning opponents and combo-ing them is key to doing more damage, so keep this in mind before using a heavy dash and launching the opponent far away.
-If a player hits the ground or the walls while stunned, they will receive more stun. All players bounce off the walls, but you need to hit the opponent hard into the ground to bounce them otherwise they will slide. "Bounces" deal more stun!

Blocking

All non-super projectiles and regular dashes can be blocked. This is done by holding the direction key opposite to where the attack is coming from.
-Use blocks to gain advantage on an opponent!

General Tips

-You can dodge while doing other attacks. Use this to aim the heavy attack.
-Your speed affects how far you launch an opponent upon doing a strike. Dodge into the opponent right before reaching them to launch them much further!

-The dash is invincible to projectiles. Be aggressive if the opponent is trying to zone you!

-If the opponents hit each other while both are doing a dash, they will bounce off each other.
-If they are in the heavy dash state, they will do a short clash animation before bouncing away. During the animation energy is restored to both players.
-If a player doing a heavy dash hits a player just doing a regular dash, the player doing the heavy dash will get the hit.

154
41 comments


Cart #escape_pod-2 | 2022-08-20 | Code ▽ | Embed ▽ | No License
9

Hi, this is a game in the style of the Gameboy game Resident Evil Gaiden.

It's a work in progress, let me know if/when you get stuck or confused.

9
3 comments


Cart #dungeons_and_diagrams-5 | 2022-11-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
45

A Dungeons & Diagrams demake.

Dungeons & Diagrams started as a pen & paper puzzle designed by Zach Barth, followed by a video game version in Last Call BBS.

It’s a nonogram/picross-like game where you fill a dungeon map according to the numbered clues and the monsters and chests’ positions.
[29x11]
[12x9]

[ Continue Reading.. ]

45
24 comments


Cart #frog2lake-0 | 2022-08-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

here is a game that i have made 6 hours while i was on the airplane.

2
0 comments


Cart #furlockbones1-0 | 2022-08-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
6

Hello folks, this is my first PICO-8 cart! Yay.

I decided to use PICO-8 for my CS50 final project.

I hope you enjoy the game and I plan on adding more to it.

Cheers and good luck to everyone out with their projects, unfinished or otherwise.
Mackeriah

6
0 comments


Cart #detyopaki-0 | 2022-08-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Controls & Rules
Press X when the blue line goes into the red box

Behind The Scenes
This game took me about 10 minuets and was only made to test my speed.

Credits
All programming and art is done by me.

1
4 comments


MANIC CTF

Cart #king_swood_manicctf_1_1-0 | 2022-08-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

Controls

Player 1 (orange) - ESDF
Player 2 (blue) - Cursor Keys

Gameplay

A simple multiplayer button-mashing game where the aim is to capture the flag from your opponent and hold onto it for the duration of the round.

If the flag is dropped, just run over it to pick it up.

If your opponent has the flag, run into them to steal it from them.

A player must hold onto the flag for a total of 15 seconds to win the round, and the eventual winner is decided by 2 round wins out of a possible 3.

Starting positions are randomised each round.

[ Continue Reading.. ]

3
4 comments


Cart #want_you_gone-1 | 2022-12-04 | Code ▽ | Embed ▽ | No License
20

Here it is: The great song from Portal 2.

Want You Gone
Original song by Jonathan Coulton

Made with ♥ by domske

Controls: ❎/🅾️ to toggle repeat mode.

20
8 comments


yet another redo of a past song I've remixed
except this time I started from scratch
took quite a while
so uhh...
enjoy!

Cart #sml2athletic-0 | 2022-08-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

2
1 comment


Cart #brp_towersofsurvival-0 | 2022-08-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
13

This game is my submission for the LOWREZJAM 2022, which requires games to have resolution of 64x64px.


Enemies are approaching. There are 10 waves of them. We need to survive.

There are 3 types of towers you can build:

  • laser - the fast one,
  • v-beam - the stronger one; its beam covers all tiles above and below, therefore you cannot build anything else on its way,
  • booster - this one makes all surrounding lasers and v-beams shoot longer and re-charger faster; you can "stack" boosters to increase total boost – each laser can be boosted up to 8 times and each v-beam up to 6 times (not 8, because 2 tiles are reserved.

[ Continue Reading.. ]

13
4 comments


I need some help with the math for making an object move between 2 fixed positions, then slow down smoothly to the final position.

The cart contains my attempt to make this work but I cannot quite reach the end point, and therefore the mode variable does not change.

Can anyone see what is missing here, and what could I do to make the last few steps a bit faster? (It slows to a crawl at the end...!)

Many thanks in advance :)

Cart #demenifji-0 | 2022-08-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

1
5 comments


Cart #butter_rooster-13 | 2022-08-28 | Code ▽ | Embed ▽ | No License
5

A game with a fighting rooster with butter in the foot.

Select a city on the menu and try to beat it's residents.

You need to get the rock, get impulse and shoot it on the zombie roosters.

Kill all the enemies to go to next wave.

Beat all the waves to defeat the selected city

CONTROLS

GET THE ROCK -> JUST COLLIDE WITH IT
SHOOT THE ROCK -> X
MOVE YOUR ROOSTER -> ARROW KEYS

1.0

  • First official launch

1.1

  • New maps for Grooster (grass and roooster, get it?)

1.2

  • Menu added
  • Outlines added
  • Complete reform on graphics

1.3

  • New cities added
  • New tiles added

1.4

  • Cities completely setted up
    Game in constant work and various things can change
5
5 comments


Cart #toadtaxi-2 | 2022-08-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3


Platform game inspired by crazy taxi.

Version 1.11 fixes a small issue highlighted by @The21zonz and @dw817

3
2 comments


Cart #quickchessyness-4 | 2022-09-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
12

A snappy little chess engine

1.41 small bug fix
1.4 Fixes an issue with castling and improves king safety.
1.3 Brings some small fixes and improvements.

12
5 comments


Hi everyone,

Hope you can help. I'm searching, but can't seem to find a solid answer.

I'm trying to find a way to create that ability to walk behind a tree, and in front of a tree, depending on which way you approach it. Does that make sense? Basically, the tree would be displayed in front of the player if they were going down to the tree. Whereas the player would appear in front of the tree if they walked upwards towards it.

I think maybe I have to render the screen in two sections? The stuff above the players x/y position, then the player, then everything below it? But this sounds jolly confusing!

Does anyone have any experience with this? I'd love to get a better moving around situation then I have at the moment where it's really clunky and just stopping dead against any 8x8 object!!!

Help!!

4 comments


Good eeeevening!

Delve deep into the Carpathian Count's castle and destroy its evil once and for all! But beware! Bats, zombies, witches, skeletons and more plague his castle's many chambers. Clear out these ghouls and douse all the torches to advance. Then it's time say lights out to the Undead Count himself!

Hi all. I'm a graphic designer in my 50s and this is my first complete game (be gentle, heh). I was inspired by the LazyDevs Shmup tutorial and wanted to make something that felt a little arcade-y but which was a platformer as well. Most of the code came from following the Shmup tutorial code and solutions, coupled with some tips on creating a platformer from Nerdy Teachers. Honestly, I don't know how to categorize this game. Clearly it draws inspiration from Castlevania, but is a single screen wave/level/chamber at a time rather than side-scrolling.

I had a lot of fun creating this. The palette changes required a LOT of planning but it all worked out, and creating the sprites for it all was very satisfying. There are countless things I probably can do better on, code-wise, but I'm happy just to have completed it under the token limit, heh.

[ Continue Reading.. ]

138
28 comments


people have asked us a lot about whether the original PICO-8 Celeste features Granny, so i present OLDESTE, a game about that.

Cart #oldeste-1 | 2022-08-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
89

(using the smalleste cart as a base: https://github.com/CelesteClassic/smalleste)

89
20 comments


Cart #aliengame-0 | 2022-08-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

Controls

Use the arrow keys to move the alien. Use X to open your inventory, X together with Z to select items and Z to use the selected item.

If you want to delete your safe file, try to delete your browser cookies.

Rules

Go on a journey that involves collecting items, talking to cats, shooting slime and bringing honey to a mysterious client. Find your way through the labyrinth and don`t get impaled by the spikes!

Story

Somehow, Ale, the alien, finds himself in New Sock City, where weird things are going on. Immediately, he senses the presence of his arch nemesis Ginger, the ninja! After getting orders of a strange person on the phone, Ale decides to take action and does what he does best - and just drifts along...

Behind The Scenes

I had the idea for this game when I was still in high school, but I never found the time to actually make it. In June 2022, I bought an Anbernic retrogame console and whilst setting it up, I found out about PICO-8. On my days off, I spent a lot of time playing PICO-8 games and reading about this console. After about a week, I decided to make my own game and in my summer holidays I was programming in the evenings as well as creating the sounds and sprites for this game. I had a lot of help with the design from my partner Lea and she composed most of the music, for it is not something I'm good at. In total it took us about 8 weeks to finish this game.

I'm really happy that it was possible for me to realize this project and make Ale a real game character. I am very excited to add more titles to this franchise in the future and I hope to one day release a more sophisticated version beyond what is possible with the PICO-8 engine. I did in fact start to work on a Unity version of Alien Game back in 2020, but had to pause the development due to a lack of time.

Credits

Development, Design, Graphics and Soundeffects:
Morris Roman Glowacki
aka Kultura

Music, some graphics, level designs and sounds:
Lea Nagelschmied

Based on tutorials by:
Dylan Bennett

Part of the code taken from:
Doc_Robs
Mikamulperi
GradualGames

Special thanks to the PICO-8 community!

4
4 comments



TL;DR

Shmup in early WIP. O shoots up. X shoots down. Held and tapped shots behave differently. Don't get hit in the gold ball. Happy pew pew!

The Lowdown

This is a casual game jam game and my project for the LAZY DEVS PICO 8 SHMUP JAM being run on the Shmup Junkies Discord. It's gonna to be slow going as I don't have a ton of dev time to dedicate, but we're having a good time.

This release is titled:
You can do it, Inako! Wait, what's "honest dodging"?

In it, core movement and attacking is implemented and two stationary enemies are firing an early implementation of a bullet pattern. The "Jack" enemies are intended to be mid-tier grunts in the finished title, but the Nightmare King has temporarily buffed them up to proper mid-bosses for this release. Enjoy your brief moment of fame, Jack. Try to take them out while suffering as few hits as possible!

[ Continue Reading.. ]

3
0 comments


Cart #affiliatesattack-2 | 2022-08-16 | Code ▽ | Embed ▽ | No License
1

1
0 comments




Top    Load More Posts ->