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Cart #pck404_512px_under-1 | 2022-12-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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512px under

Year 4096. A burried building with lasers and traps. How many lives will it take to leave this place ?

  • Jump, wall jump and dodge lasers
  • 18 memory cards to collect
  • 32 rooms to explore (with lasers in them)
  • Auto-save
  • 1 red cube
  • Lots of lasers !

Controls

  • Arrows : move
  • V (or X) : jump
  • C (or Z) : grab/drop

Move and jump

Grab and drop

Wall jump

About

This game is my first Pico-8 game. It is also the first game I manage to finish after a few attempts with game engines such as Unity and Godot. It took me 1 month to complete the first published version. The Pico-8 restrictions allowed me to define a manageable scope for this game. In the end, I used the entire space available in the map editor and the spritesheet editor. The code uses every token allowed.

Changelog


v1 :

  • Update rooms (easier rooms on first floor)
  • Added room names
  • Added SFX for hidden carts
  • Louder background music
  • Sync lasers on BGM upbeat
  • Animations in lab
  • Update NPC texts
  • Vertigo animation when player is close to platform edges
  • Smaller player hitbox
  • Button hints in backgrounds
  • Move hidden carts
  • Higher mid-air speed

v1-beta :

  • Update rooms (adjust difficulty on the main path)
  • Fix seconds and frame counters not being properly saved and restored
  • Auto-save state when close to a spawner tile instead of saving when changing room
  • Show which button to press to teleport and decrease button hold duration
  • Increase jump buffer duration and coyote jump duration (grace frames)
  • Decrease walk acceleration to make it easier to move by 1 pixel
  • Increase lamp range
  • Red cube won't spawn if there's no saved data
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Absolutely gorgeous, loved the music. Any tips or resources for developing that wall jump?


1

Thank you <3

For the physics, I (obviously) looked into the original Celeste code and from there I took my own decisions for inputs and logic as I play tested it. I guess the important points in my implementation would be :

  • Applying a force to the player's velocity in the opposite direction of the adjacent wall. This force should take over the current velocity so that the direction is more predictible
  • When the wall jump starts, start a cooldown timer in order to ignore the direction inputs for a few frames. This make easier for the player to adjust its horizontal inputs and also makes the jump direction more predictible
  • The friction also really helps to make the wall jump manageable. When the horizontal input points toward a wall that allows wall jump, then set the Y velocity to a constant (that is way smaller than gravity). Only do it when the player's going downwards because otherwise it would interrupt normal jumps.

Hope that helps


i don't think there is a pico game with better graphics than this(if there is please let minnow)


@prismo18 that's really flattering ! Thanks


1

this is SO fun!
hard
but fun!


Thanks @pck404!


Nice job! Great game. I had the same experience with PICO-8 helping me define a smaller scope for my games so I could finish things.
Well done! Hope to see more from you in the future.


Thank you @mac, I'm glad you liked it. Yeah it really helped in making "hard" decision such as cutting things out. Which often turns out for the best :)


1

This should have more stars. Great little game!


1

Neat! I really like the music.


1

Wow, this is really great. I really like the music and how the game actions are synchronized to it. Well done!


1

amazing game



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