(Part of the ooooggll box game pack):
https://scratch.mit.edu/projects/639317807/
Controls:
Arrow keys - Walk
X - Inventory
C - Pull box
Technically this is my "first" PICO-8 game. It's the one I started on first, and I finally finished it. Mostly it was for me to learn how to use PICO-8 but I ended up making it into a full game thing. Just don't look into the code though, it's pretty bad.
Story:
You need to acquire the Oatmeal Amulet from the dungeon to heal your sick brother, but there's no way to get into the dungeon without a key! You need the Old Man to help you get in the dungeon... then escape unharmed!
Thanks to Dylan Bennett for the tutorial, but I went quite a bit beyond that.
I had a picnic. :)
The puzzles with the shadow self following were pretty good. Nice job.
@thePixelXb_ , @ooooggll Why fix the tricky diagonal related bugs when you can just pretend it was an intended secret all along ?
A simple way to fix this is to only move in direction x if btn(x) and x==frame_counter%4
A sligtly better way is to also set a flag if btn(x) and x!=frame_counter%4, and move and reset the flag if flag[x] and x==frame_counter%4.
You can also handle a queue of key presses if you're using btnp, and change the function by one that reports one direction press per frame at most :
-- btnp, but doesn't report multiple -- keys on the same frame function custom_btnp() local true_btnp=btnp local last_time=0 local buffer={} return function(b) if time() !=last_time then last_time=time() if (#buffer>0) deli(buffer,1) local i for i=0,5 do if (true_btnp(i)) add(buffer,i) end end return #buffer>0 and b==buffer[1] end end btnp=custom_btnp() |
@RealShadowCaster I'm aware of how to fix the problem but I think it's funny the way it is. This being my "real" first game, it's a bit unserious. Also, I made it over 2 years ago and have gotten quite a bit better with programming since.
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