Log In  


Cart #helicopter-0 | 2022-03-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7

TO LOAD THIS CART in immediate mode, type: load #helicopter

WHAT'S NEW ??

-- written (10-15-18) ---------
-- time to code: 2+hours ------

-- what's new ?? --------------
-- 03-06-22
-- + hiscore was not being
--   saved during normal
--   flight. it is now.
-- 10-17-18
-- + tricky, got the color of
--   the board to change only
--   if truly achieving 1000
--   pts. can't decrease score
--   to flip it again.
-- + changed the "collision"
--   check to be right ahead of
--   the helicopter instead of
--   below or above - more
--   margin to wiggle in.
-- + fixed the "impossible"
--   corridors. should always
--   be able to fit between no
--   matter how high the level.
-- + added a launch pad for the
--   helicopter to take off
--   from.

-- 10-16-18
-- + must earn 1000 points for
--   bonus color + corridor
--   reset.
-- + added horizontal level
--   try to keep in center for
--   stability in flight.
-- + added descend (X) key
--   costs 10-points each
--   frame.

-- 10-15-18
-- + scaled down collision
--   check is now in place.

I'm going to make some updates and upgrades to this game and also make additions to my "BOMBER" game found HERE:

https://www.lexaloffle.com/bbs/?pid=56595&tid=31866

What with all the FLAPPER and FLAPPY clones floating around, thought I would bring back a good old QBasic game I wrote years ago based on a DOS machine-language one I found called "Helicopter."

This gravity game is considerably more forgiving than really any other single-key gravity games I've seen for PICO-8.

Run. Wait a moment. Helicopter's engines are fired up, you are auto put in hover mode for a second. You get the audio signal from your onboard computer - and you are ready for flight ! Press (O) to adjust your altitude.

If you are accelerating too high you can force yourself down at a cost of 10-points per frame by holding or tapping the (X) button. There is no score cost to merely maintain altitude with the (O) key.

Unlike other FLAPPY games where you only control the vertical acceleration, this one also controls the horizontal. You tilt forward slightly when accelerating. Remember this so when you start to fall backwards you can compensate and not rush your helicopter too far forward where you can't see the cavern walls.

If you touch the ceiling, your helicopter is damaged and while your score is still increasing, you start to take a nose dive to the ground, eventually hitting, ending your helicopter run.

Press (O) to start a new game.

I did want to get this out to show its entirely possible to have a type of FLAPPY game where both gravity and acceleration are both very smooth.

High-Score is maintained and saved to the board so you can play again later and try to beat your last score, even if you shut down the game completely and load it up again later. An audio signal is also given if you beat your last score.

My top-score is 5067. How high a score can you get ?

7


Nice, now let's see your tweetcart version! :D


Haha, that's not going to happen. I'm not very good at mini-code. I know a few people who are though, 2Tie and Sam.


This just seems like the simplistic style of game that would do well for tweetcart-ification. One object, one input, a simple if check for victory/loss conditions and an additive score counter.


It's got a fair bit in it now. Check the top. :)


Wow! This is awesome!!! I love this. I'm struggling with the whole state machine concept that I'm trying to implement, and then polishing the code was my secondary goal.


"State Machine Concept" for Helicopter ?


Focusing on creating a title screen/state, gameover screen/state, and a replay screen, where the actual gameplay happens within the game state.


O k a y ... glad you like this, Blucariello. Star if you want. Think I'll leave it at that. :)


Nice! if your computer is back, hop back on discord!


Hi Scrub. Long time no speak. I had forgotten what the name of the site was. Once I get back in I'll Bookmark it proper.

Thanks for the invite !



[Please log in to post a comment]