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Parkanoid, the Pico-8 Arkanoid.

The most significant deviation from the original game is the "Powerbar". It loads every time the ball hit bricks and loads faster you hit several bricks in a row before bouncing in the paddle (ship).
When the Powerbar loads enough, the ball can break tougher bricks with one hit, and when its fully loaded it can destroy every brick, until it hits the ship again.

Have fun! Let me know your thoughts and feedback in the comments.

Cart #kinageheye_1_2_2-0 | 2024-11-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
6

v-1.2.2
Bug fixes:
-Glue powerup was not removed after game over
-Loading high scores was throwing 'out of memory' error.

v-1.2.1

Bug fix for sticky ball not placing in paddle correctly.

v-1.2.0

Added music to all stages, powerups working, added some particle effects and keep iterating on improving some mechanics.


v-0.3.0

The game isn't complete. Is missing some music and powerups do nothing for now.

I've been a developer for 15+ years, but this is the first time I'm attempting to code a video game. I love the Pico-8 community and I'm having a great experience coding.

6


Tried the game with infinite lives. Score warps from 32768 back into the negatives. In level 6, the non red ball sometimes manages to go through the yellow bricks. Looks good, still lots to do. The red ball system makes you happy when the ball gets stuck, good way out tricky level brick positioning. Bonuses are such a tease...


1

What do you mean with infinite lives? Did you change the code?
I also noted the score going negative. Is there a workaround? I probably need to learn more about long numbers in Pico8.

"the non red ball sometimes manages to go through the yellow bricks"
I'll look into it.

Thanks again for you feedback, and trying the game!


I first played normally and noticed that dying, changing level or even a game over does not reset the eventual falling bonus.
I did change the code after that to be able to test every level in one go.

For the overflow problem, there are different ways :

1) you store the score as two numbers (high and low), add score to low, and each time the low number goes over 10000, you substract 10000 from it and add 1 to high. To display the score, just print high and low side by side, with some leading zeroes before low if needed.

2) Or you could use code from others :
there's the low level math way from Felice that uses a number as a signed 32 bits integer.

function s32_tostr(v)
    local s,t="",abs(v)
    repeat
        s=(t%0x0.000a<<16)..s
        t/=10
    until t==0
    return v<0 and "-"..s or s
end

to add to the score you have to shift the gain by 16 bits.
score+=100>>16
to gain 100 points for example.
I'd recommend that one for this game.
it also makes saving the high score be a simple dset() call.

If your game has astronomical scores, like in a clicker game with numbers growing exponentially, you have the string based approach by shiftalow
https://www.lexaloffle.com/bbs/?tid=51451

Saving the high score in string format involves some poking.


I want to explore more of your new challenges! pizza tower


@JuliaHill
Your post is very strange : 1st half is spot on and star worthy and really feels human written, and 2nd half is just unsolicited spam... but hidden... ???


@RealShadowCaster I haven't noticed the hidden part.
You're right, it seems very spammy to me. Weird…


If you pick up the ball in Sticky Mode on moving, the ball sometimes will look like this:

Also: as I go on the game with "-7 lives" I encountered an out-of-memory error.


Wow, what a great find! I’ll look into it!
Thanks for playing!


1

1

I'm getting an out of memory error as soon as I start the game.
Tried on safari and didn't get the error so it's probably related to cartdata somehow. Maybe you changed the save format between versions ?
Also noticed that after a game over, you keep the glue bonus when starting a new game.



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