Zelda-Like Project
Thanks in advance for trying it out. Stay tuned for updates!
v0.6
A small but major step has been added, you can now enter and exit doors. While they currently all go to the same place it is still a bit step towards building dungeons and shops and secrets! Aside from that, I made some small fixes like the character's hitbox size to make it easier to through tight spaces. I fixed some minor map transition issues that caused soft locks.
Though I may not keep it, I'm also experimenting with the alt colour pallet for the caves and dungeons to give it a darker feel.
v0.5.1
Fixed a few tiny issues I overlooked. The map UI now better represents the world map and your position on it. Player hit box has be reduced by a tiny amount to make navigating tight spaces a bit easier.
v0.5
The map has been expanded, this is generally what the overworld map SHOULD look like in the final version. Unfortunately still only octorocks as enemies, but hopefully I'll be able to make some new ones at some point soon. Lots of nooks and crannies to explore, I tried to catch all the buggy transitions so I hope that players won't get stuck anywhere. I also solved (I hope) a couple bugs with enemy spawning. Firstly they would often spawn in on top of you making you take instant damage when loading a new area. This has been remedied by making it so the first 16 pixels on all edges will never have enemies spawn. I also solved a bug that caused the game to crash do to an endless loop. The enemies would sometimes never be able to all spawn causing the game to crash, now if they fail to place an enemy 20 times, they break the loop making for some areas that spawn less enemies than the normal amount.
Well I hope you guys enjoy this update, I had a lot of fun creating my own Hyrule with a few iconic landmarks hidden in the map.
v0.4
We now have something of a loop, you can fight, you can die, you can continue to fight again!
A lot of small things have been added, such as sound effects, consumables, death, useable bombs. I feel like things are progressing well. only problem is I'm at 5173 Tokens. Well the MAIN systems are now in place, so I HOPE it will be less token intensive to get the rest going well.
v0.3
It's starting to resemble a game little by little!
Enemies have been added with simple AI, collision detection is working as well so you are able to kill them with your sword! Enemies can hit you as well, if your health drops do zero, however, you do not yet die. That will be implemented by the next version.
I had a lot of trouble with this stretch, but it always came down to small mistakes that I had to find and correct. I improved the collision detection though. So it will be much easier to implement directional shields and such.
v0.2
I now have map movement working and a little 2 by 2 map for players to explore. With this being implemented, now I am able to expand the world. Things have been moving very smoothly and I'm hoping that I'm able to keep up this momentum with development.
v0.1
I decided to work on a project to learn Pico8 better as well as to challenge myself as a game developer. As is probably apparent to anyone familiar with Zelda 1, this project is heavily influenced by it. I'm hoping to add to it and eventually have a functional playable game at the end of this project.
Please note, I'm trying to figure out everything on my own as a challenge, but feedback and recommendations are appreciated.
This is an implementation of an algorithm that plays snake very well. It's based on a path through all board cells and calculated shortcuts to get more efficiency.
Controls:
X - show/hide the path
Menu items:
ALG - controls which variant of the algorithm is used.
SPEED - Snake's speed, lower = faster.
SNAKE - Change snake visualisation.
The path was generated based on a Hilbert curve. It would work with any path that goes through all board cells, but the Hilbert curve has some nice properties and looks.
I have implemented two variants of this algorithm here, togglable in the menu. "Tail" algorithm tends to follow it's tail very closely when it can't get directly to food. "Blocky" algorithm curls on itself until it has a clear path to food resulting in big patches of snake body later in the game. I believe "Tail" is more efficient than "Blocky".
Algorithm explanation:
My explanations tend to be all over the place, so if you are confused about anything feel free to ask!
Inspired by: Code Bullet (YT)
Post game requests here for https://www.lexaloffle.com/bbs/?tid=47699
if possible put:
CATEGORY (ONLY ONE):
game
tweetcart
tool
game name
author
any tags you feel apply (multiple tags are fine)
cart ID
(if enough jam games are put here, a jam category will be added)
Simple mouse drag and drop code snippet.
Tscherno Jump 1.0
Follow the arrows! Dodge the cats! Avoid the Sawtraps! This game is bloody - bloody diffcult!
Tscherno Jump is a demake of a game that unfortunately never saw the light of day, by @Asebist and me.
You only need one button, Tscherno and his clones will automatically follow the arrows on the ground, except if you want to jump over them or need to jump an obstacle. Try and figure out the fastest way through the levels!
How to play?
- press X/O to start running, arrows change your direction
- collect all coins in a level to finish
- run into cherries to spawn two clones besides you
- sometimes you need to lose clones strategically to remove obstacles
- only one Tscherno needs to survice to score
- try and beat your best times in speedrun mode
What is in the box?
- 36 challenging levels
- multiple obstacles and types of arrows to tickle your braincells
- speedrun mode
- level editor (save ~144 maps)
Is it truly done yet?
well, probably not, it needs:
- more levels and a shallower learning curve
- feedback feedback feedback
How to use the Level Editor?
Feedback and help are much appreciated
if you´ve got levels you want to submit, please go ahead and share your level string
also if you want to support this game with proper music, it would be much appreciated
other than that, every feedback helps as well :)
Controls
Arrows: Move cursor around the screen.
x: Select tool/menu/option.
z: Return to previous menu.
How to play
Take an empty field and turn it into the next big Theme Park!
Select the Tools to access the build menu. Start by placing paths, shops and your first ride. Watch out for the cost of the buildings to be sure to not run out of money. Guests will be attracted to your park over time and spend money at each of your rides and shops. Be sure to keep them happy by providing them with rides, food and toilets.
As you save more money, better rides become available for you to build. Try to build them all and keep track of your park records.
Tips:
Happy guests will attract more visitors.
Guests will lose happiness if they are hungry or need the toilet, so be sure to spread these around your park.
Background
My second completed project for the Pico 8!
This started as a test for myself to build an efficient pathfinding algorithm for use in Pico 8. The test started with just paths and up to 2500 guests walking to different parts of a maze.
This is the first time I had struggled with the token limit and towards the end I was really squeezing extra space out of my code to finish the project, and more squeezing can be done still I am sure!
I had a lot of fun building this project, and although it is not very long, I hope you can have fun playing it too!
Credits
Game created by Joseph
@JosephMakesGame
The manual describes layers
, the optional last argument to map()
, like so:
> LAYERS is a bitfield. When given, only sprites with matching sprite flags are drawn. For example, when LAYERS is 0x5, only sprites with flag 0 and 2 are drawn.
To me, this example indicates that only sprites with both flags set should be drawn. However, testing shows that sprites with either flag set will be drawn.
If this is as intended, can the manual be updated to say "or" rather than "and"? Something like this:
> LAYERS is a bitfield. When given, only sprites with at least one matching sprite flag are drawn. For example, when LAYERS is 0x5, only sprites with flag 0 or 2 are drawn.
Notice
You won't be able to use the teleporter (mouse) because it's used to debug, not a part of the game.
Hope you enjoy.
VER 0: Initial release
VER 1: Fixed shading under left M
VER 2: Date said 2020, changed to 2022
Hi everyone. This is a remake of
https://www.lexaloffle.com/bbs/?tid=46049
a few sprites borrowed from (https://www.lexaloffle.com/bbs/?pid=111394#p)
Features:
-select games, tweetcarts or toold
-filter by any number of tags
-filter instead by author
-mouse controls (switch to keyboard in menu)
-probably many bugs
(if no games fit, the list of games will just be the full list)
if you want to see a game added, post it here
https://www.lexaloffle.com/bbs/?tid=47759
CW: Mind control subtext, disorienting imagery. (pulsing, strobing, you name it) Some mildly suggestive language.
This is a Rubik's cube that is also a slot machine that is also a roulette wheel that is also an endless runner. It's probably not a TF trigger. That would be ridiculous.
I was exporting a sound for testing and I just did
export .wav |
And this made the file ".wav" which is great and all.. But on mac files starting with . are hidden..
So I'm not sure if this is a issue or not but I had to check if it existed with a ls -a
And I guess I'll go delete .wav and .png that are just sitting around...
(Oh! and also forgot to mention since pico takes this . hidden stuff for .DS_Store and such into account I couldn't find it with ls either.)
This is not a game, it's more just a vfx test and my "Hello World" to the bbs
This is a little project I worked on for a couple hours. It uses @Krystman particle effects function as a base but everything else was made by me. I learned a lot of things while making this, like how to use the chr() function.
Thanks for checking this out.
Hello this is my first game and the lasers just don't do what they're meant to
Instead of firing one at a time they just come out in a stream
I'm doing the magpi spaceshooter tutorial and I've looked at the code for it and it is the same as my code
I really need help
thanks
[#Drone to Home v0.1#]
Use left/right to control Pop Knight. Bounce into balloons to wall jump. Menu to restart or use training mode.
Upon attacking Bouncy Castle, Pop Knight slipped on a puddle left by a fierce water balloon battle, which caused him to fall down the castle wall. Since he still has things to live for, help Pop Knight extend his life as long as possible before he will inevitably meet his untimely demise.
This game was created for Ludum Dare 50 in 72 hours. The theme was Delay The Inevitable. Post your high scores in the comments.
Special thanks to Lazy Devs Academy and Gruber for their tutorials.
Tscherno Jump
Follow the arrows! Dodge the cats! Avoid the Sawtraps! This game is bloody - bloody diffcult!
Tscherno Jump is a demake of a game that unfortunately never saw the light of day, by @Asebist and me.
You only need one button, Tscherno and his clones will automatically follow the arrows on the ground, except if you want to jump over them or need to jump an obstacle. Try and figure out the fastest way through the levels!
How to play?
- collect all coins in a level to finish
- run into cherries to spawn two clones besides you
- sometimes you need to lose clones strategically to remove obstacles
- only one Tscherno needs to survice to score
- try and beat your best times
What is in the box?
- 36 challenging levels
- speedrun mode
- level editor and save up to 144 maps
What needs to be done for the game to be finished?
- add music and sfx
- more levels and proper balancing
- feedback feedback feedback
How to use the Level Editor?
Feedback and help are much appreciated
if you´ve got levels you want to submit, please go ahead and share your level string
also if you want to support this game with music, it would be much appreciated
other than that, every feedback helps :)