Hi! I'm a 3D animator and generalist working in the games industry. Usually you'll find me deep in Blender doing all sorts of 3D stuff. But I've always loved pixel art! Recently I've enjoyed making Bitsy games (kednar.itch.io) but I always wished I could add more animations and JUICE to them. So it was about time that I tried Pico-8! (Don't worry Bitsy, my heart is big enough for both of you).
Thankfully there's loads of tutorials and courses, and I followed the Roguelike tutorial by Lazy Devs Academy (thanks Krystian!) which took me all the way here.
I'm posting this cartridge to get used to all this, and to let you all know you inspire me every day! If I ever made a list of "Best games I ever played", there'd definitely be a few made in Pico-8.
So the .p8 I share here is the result of following Krystian's tutorial, and tinkering with the code a lil' bit. I based the art on an old project of mine and I hope I continue developing this into a tiny, juicy, bitsy-like game.
Keep looking up!
Pablo
Looks great, sounds good, a promising start. controls are set to respond immediately witch is great, but there is no buffering so quick press and depress during movement between two tiles will be lost. A non issue if it's a casual exportation game, but potentially a problem if real time elements are added, or if if's a puzzle game where lots of discreet direction taps are used to navigate (sokoban like).
Diagonal directions are also handled a bit weird (player strafing or giggling, depending on the timing of the two pressed directions).
Visually, player has a a black bounding box that would look better a single player outline.
This can be achieved by drawing the player in black and transparent (use pal and palt ), offset by one pixel, before drawing the player with a transparent outline. Outline might be unneeded or even worse looking than nothing when the player is idling in the middle of a square, as the outline might needlessly show over neighboring tiles.
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