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Cart #34523 | 2016-12-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
16

My 11th one-game-a-month project, and my 3rd Pico-8 game. Mostly procedurally generated, with a few sprites for decoration. Main character by Adam Atomic.

Post high-scores below!



Version 1.2

  • New music and sound by @gruber_music

Version 1.1

  • Improve rendering to remove glitches (thanks ultrabrite).
  • Commented code and removed unused logic.
64


Very nice! I got 1247 after 4 tries. Solid game.


Nice game.

Your clamp() function is the same as the built-in mid().


Cool game, I got 978M (3 tries). I love the heartbeat sound effect, it adds a lot of stress.


1538 (5 tries), haha!


A bit like the ancient Pitfall for the PC, eh? (No, not the game from Activision, an ASCII game where you fell down an unending abyss. It didn't speed up like on here though!)


Totally awesome game! Good play style and graphics. I can tell you put some passion into this.


very nice game! can't seem to do better than 967 after numerous tries :-P

i was annoyed by the graphical glitches so I took a look (hope you don't mind):


basically I ended up stealing your 'todo'. (sorry)

	for i=1,#path-1 do

		p1=path[i]
		p2=path[i+1]

		--debug center
		local l=mkline(
			p1[1],p1[2],
			p2[1],p2[2])

		--avoid paralax	
		if l.a.y>mtoy(50)then
			l:draw(1)
		elseif l.a.y<=mtoy(50) and
			l.b.y>=mtoy(50) then
			local l=mkline(				
				p1[1]-p1[3],p1[2],
				p2[1],p2[2])
			l:draw(1)
			local l=mkline(
				p1[1]+p1[4],p1[2],
				p2[1],p2[2])
			l:draw(1)
		end

		--left
		local l=mkline(
			p1[1]-p1[3],p1[2],
			p2[1]-p2[3],p2[2])

		local x,dx = l.a.x, (l.b.x-l.a.x)/(l.b.y-l.a.y)
		for y=l.a.y,l.b.y do
			rectfill(x,y, 0,y, 1)
			x+=dx
		end
		l:draw(13)

		--right		
		local l=mkline(
			p1[1]+p1[4],p1[2],
			p2[1]+p2[4],p2[2])

		local x,dx = l.a.x, (l.b.x-l.a.x)/(l.b.y-l.a.y)
		for y=l.a.y,l.b.y do
			rectfill(x,y, 127,y, 1)
			x+=dx
		end
		l:draw(13)

	end

for some reason line() behaves weirdly inside draw(), no idea why. flr()s wouldn't fix it.
came up with this, seems to work better (same thing as above, actually):

		draw=function(l,col)
			--[[
			for i=0,2 do
			line(l.a.x+i,l.a.y,l.b.x,l.b.y,col)
			end
			--]]
			---[[
			local a,b=l.a,l.b
			local ly = b.y-a.y
			local x,dx = a.x, (b.x-a.x)/ly
			local bx,bdx = 1, 1/ly
			for y=a.y,b.y do
				rectfill(x-bx,y, x+bx,y, col)
				x+=dx
				bx-=bdx
			end
			--]]			
		end,


edit: indeed there's a problem with clipped line()s:
https://www.lexaloffle.com/bbs/?tid=28133
and that's the sole reason for all the glitches.


Wow! Lots of fun with this game :) I managed to break 1000 points after 5 tries. Like the music and sound effects, and the procedurally generated map keeps it interesting!


Offler: Did not know about that, thanks!

Vectorguy: Haven't played *that" Pitfall, but it sounds like a great game :D

Ultrabrite: That's great, thanks! I'll try to find some time to go back and see how it looks with you changes! I actually came to like the glitchy look by the end, but maybe I just convinced myself that so I didn't have to do the work to fix it :)

Glad to hear no-one is finding it too easy :) By the end it was becoming a little easy for me, and I considered adding another speed after 1000 meters.


intended a gif but somehow forgot about it:

but, well, there was something interesting in the black artefacts on the side...


Whoooooo... Great game :-)
The concept is quite simple but the implementation is very nice.
Congratulation !!!

I'm happy there's no jam now, you'd be the winner ;-)


@ultrabrite: looks great! And looks like a significant performance boost! I would always add some "artifacts" intentionally :)

@jihem: haha I doubt it, but thanks!


1026 m !
Foreseeing the sudden acceleration is the trickiest part.
Love the tiny blue reflection when you graze a wall ^o^


1

Got 4290m (but I kinda lucked out on the level generation).

Really cool, lots of neat little details like the reflection and particle effects.


Haven't played *that" Pitfall, but it sounds like a great game :D

Ah, so it was just a coincidence then. But there's several "down" games with this same theme though all over the place.

Yeah, the original game was cool, but I think you had three lives or something, plus you could move your ship up and down as well. Here you've just got left and right, although the original didn't have the speedup that this one does.


Version 1.1 Uploaded:

  • Improve rendering to remove glitches (thanks ultrabrite).
  • Commented code and removed unused logic.

This is now performant enough to run on Pocket CHIP!


Nice! Simple, but it's now one of my favorites.

I like the attention to detail like the reflections off the walls. Nicely done.

(And yes, it does remind me of the old Pitfall.exe. I thought I was the only person who remembered that game, but I see Archive.org has a copy, because of course they do. As fun as that game was. This game is way better.)


And yes, it does remind me of the old Pitfall.exe.

Ha, cool!

I thought I was the only person who remembered that game,

Nope!


This is awesome! :D

I started making a similar game using Flixel a few years ago (planned to have mine shaft branching, level editor, parachute onto target at bottom, etc.) - but I never finished it coz it didn't feel "fun"... this one definitely does!

Congrats! ;o)


Great stuff!


simple but nice!

also, i'm really liking that wavy text effect


looove the graphics, especially the little details like the glow on the walls and the death explosions.


9021m

I suggest walls get closer after around 3000m.


488M. Why he would want to get partially in the cave and say, "Me falling to my death is too easy, here, let me engage turbo rockets so I'll fall even faster." :)

Excellent game design and appearance. Gold star for you.



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