This is the first game I made in Pico8, and I kind of learned the system as I was making it.
OLD:
Day 3:
-There was a bug that took an hour to fix :/
Day 4:
-I made a silly error that took an hour to fix
-We're almost at a playable beta build n_n
Day 5:
-The beta build is live!
-2 new types of enemies
-Bug fixes
-Placeholder sfx
Day 6:
-Tweaks
-HP Packs
-3 more power ups on the way
Day 7:
-There are 5 power ups in all, and a random power up! (with sfx)
-Placeholder music
-Tweaks
-Bug fixes (kinda)
-Invincibility is now visible
-Bombs are fully implemented, press x to clear the screen of enemies!
Day 8:
-Player can now choose between icy and retro controls on the pause menu
-Controls displayed on game load up
-Bug fixes
-Changed some strange colors
--(I figured out how to use black, so I'll most likely be making a couple color changes)
Day 9:
-Final release!
-Bug fixes
-Hidden boss
-Sidestepping making aiming easier
-Touching up
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Kind of reminds me of Asteroids - except in this case where the rocks are out to get you !
Same type of cannon, smoothness in movements, and enemies/targets coming from the sides.
Are you trying to achieve a Robotron ?
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I was trying to make a basic top down shooter, not necessarily Robotron. As someone who's a beginner at programming, I'm happy with the result, so I'll just leave it as is, and tweaks some things along the way.
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It's a fine shooter. Definitely challenging.
May I make a suggestion ? If the player is holding down the FIRE button, then the player may move according to the arrows but only fire in the last direction they were facing until they release the FIRE button.
This would allow the player the ability to move sideways or backwards and shoot the targets easier without always running towards them.
If you're not sure how to do this, I can post an example.
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I'll try to implement that. The way the code currently runs is that the bullet direction is determined by the way the player is facing, and there is a variable called "PREDIR" (previous direction) that determines the bullet direction if the player is standing still. Maybe I could just add something that states: if fire is held down, do not update the player direction.
However, this would then require the player to mash the shoot button when they want to fire in the direction they're moving in. Do you think including sidestepping as a pause menu option would solve this for people who prefer the current shooting?
EDIT: It has been implemented. It's definitely an improvement. If anyone complains about it, then I'll just make it a pause menu option called "sidestepping".
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Hi Juno.
It's much easier than that. Just don't change the shooting direction when the iring button is HELD down. And of course as it is held down it continues to shoot shot after shot in that direction.
Once you let go, the next time you HOLD the button down, that new direction you are facing becomes that firing direction until the button is once again released.
Some of the advanced mapper shooters allow for this.
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Phew ! Trying out your latest rendition. You got it ! Hard game, but easier now that you can move and shoot sideways.
Nice job !
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