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@jclermont

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Hello! I've made a couple of small projects in Pico-8, such as many WIP games and Game Jam entries. I've got an itch.io page too:

jclermont.itch.io

Bluestone's Awakening
by jclermont

Cart [#blueo-0#] | 2018-12-06 | No License | Embed

Help Bluestone wake up by delivering all of the gifts, all the while watching out for the indigo guy.

Z: Jump
X: Grab
Left/Right: Move
Down: Hide (If you have an item)

Hide behind an item to avoid getting touched by enemies.

P#59762 2018-12-06 13:03

Cart [#55395#] | 2018-08-20 | No License | Embed

A game I made for the Extra Credits game jam on Itch.io.

P#55396 2018-08-19 23:34 ( Edited 2018-08-20 03:34)

Cart [#51826#] | 2018-04-21 | License: CC4-BY-NC-SA | Embed

After messing around in study hall and polishing it up at home, I've made a crude demo of a rotating map in Pico-8. It's in desperate need of optimization, but it works. This probably isn't the first (and definitely not the last) attempt to do this. I'll probably be trying to work on it over time. If anyone has suggestions, I'd appreciate it!

Current Features:
-Rotation (Hooray!)
-Culling
-A car

Current Bugs:
-There's a weird "Cut-off" effect if you go out far enough, and it shouldn't be a map-based issue.
-The culling is imprecise
-The whole thing is very inefficient

Controls: Z to accelerate, left/right to steer

P#51827 2018-04-20 23:56 ( Edited 2018-04-21 06:27)

Cart [#44170#] | 2017-09-14 | No License | Embed
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I'm excited to announce that a project I've been working on for quite some time now is finally complete!
Super Mega Bread, a platforming game about using butter to fly, is coming out September 20th, 2017. When it releases, it will come with the game as well as the game's soundtrack, both with the in-game versions and redone versions.
The game will be $1, and I'll include a link to the itch.io page once it's out.
Until then, here is a short trailer, showing some gameplay:

I hope you'll enjoy it!

EDIT: When the game comes out, you can get it here:
https://jclermont.itch.io/super-mega-bread

P#44171 2017-09-14 00:25 ( Edited 2017-09-19 21:51)

Cart [#44110#] | 2017-09-12 | License: CC4-BY-NC-SA | Embed
1

Just a bit of bouncy slime sprites.

P#44111 2017-09-11 23:09 ( Edited 2017-09-12 03:09)

Cart [#42491#] | 2017-07-15 | No License | Embed
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This is a little game I made for the Fantasy Console Game Jam.
It stars Gerald the Glue Bottle, who must unite the panicking creatures to rescue them.
Score as many points as possible, and try to get a combo!
Here's a link to the itch.io page:
https://jclermont.itch.io/dungeon-of-unity

P#42493 2017-07-14 20:48 ( Edited 2017-07-15 00:48)

Cart [#42491#] | 2017-07-15 | No License | Embed
5

This is a little game I made for the Fantasy Console Game Jam.
It stars Gerald the Glue Bottle, who must unite the panicking creatures to rescue them.
Score as many points as possible, and try to get a combo!
Here's a link to the itch.io page:
https://jclermont.itch.io/dungeon-of-unity

P#42492 2017-07-14 20:48 ( Edited 2017-07-15 21:36)

Cart [#58774#] | 2018-11-04 | No License | Embed
18

Old version:

Cart [#34547#] | 2016-12-30 | License: CC4-BY-NC-SA | Embed
18

This version lacks the music of the final, along with other minor tweaks like the different default palette.

It's a game. That's as much as I'll say about it.

P#34548 2016-12-30 18:20 ( Edited 2018-11-04 23:10)

Cart [#32703#] | 2016-11-22 | License: CC4-BY-NC-SA | Embed
10

The game isn't really the main reason for this post, it's the graphical thing I did with it.
(Although, in case you're wondering, the game is Slime, and it may have a few glitch fixes)

It pretty much speaks for itself. I really only chose Slime because I thought it best suited this game more than any of my other work-in-progress games. Feel free to extract the GART function and use it in your stuff! The function is at the very bottom of the code, and only uses the BAR and BARSIZE variables. It doesn't actually need that line where it references "SLIMES", so just delete that and you can probably just paste it right into any of your projects. (Just remember to put GART() after you render!)

P#32704 2016-11-22 19:04 ( Edited 2018-11-21 00:38)

Cart [#32640#] | 2016-11-20 | License: CC4-BY-NC-SA | Embed
2

A puzzle game that I've been dreaming of making for a while.
I made this game partially to test the concept, partially to try out tile flags, and partially because I'm obsessed with RPGs and Puzzle Games at the moment.

General Goal: Swap blocks, make a chain of same-color blocks to the "G" block from the bottom of the screen. Defeat enemies and work fast to avoid attacks.

HOW TO PLAY:
Press Z to select a block, and then move your cursor to the desired destination and press Z again to swap. The bottom of the screen is powered, so make a chain of blocks of the same color from the bottom of the screen to the "G" block to unleash an attack on the enemy. The attack's power is dependent on the number powered blocks on the screen. When you run out of moves, the game ends.

BLOCKS:
Red, Blue and Green Blocks: Basic game tiles. Can be moved, and only react with their respective color.
Gray Blocks: Cannot be moved, but can be powered by any color.
Powered Blocks: Cannot be moved, but when matched with the right color, the power spreads.
Goal Block: Power this block to unleash an attack.
Cracked Block: Cannot be moved or powered.
Sad Blocks: Alternate versions of RGB blocks that cannot be powered, but can be moved.

ENEMIES:
Stompy: A brown creature with clumsy tendencies. Cracks an area of blocks.
Sad Red, Sad Green and Sad Blue: Colorful creatures that make blocks of the same color sad, and thus impossible to power.
Stone Eye: A strange creature of unknown origin. Steals a move.

TO DO:
-Puzzle/Story mode? (Preset levels)
-Balances and improvements to reduce impossible situations
-Implement more enemies
-Multi-Move enemies?

CHANGELOG:
v0.5: Initial release on BBS.

P#32641 2016-11-19 23:26 ( Edited 2016-11-20 04:26)

Cart [#32320#] | 2016-11-08 | License: CC4-BY-NC-SA | Embed
6

A simple demo program that contains a function to dim the palette (By swapping the colors around, sort of like the fade out effect in Jelpi).
If this is far overcomplicated, please tell me.
Z: Show palette only (Fullscreen palette)
X: Show demo scene (Minimize palette)
Left: Brightest (Normal colors)
Right: Med-bright
Up: Med-dark
Down: Darkest

The "Darkest" option isn't pure black or even just before pure black, but if you are so inclined you can likely easily add some more settings if you need them.

Use the function in any of your games or projects, if you feel like using it. The demo graphics are from games I've made (And one I'm currently making, which inspired me to make this), so I ask that you don't use the demo graphics.

I'm sure this isn't the absolute end-all be-all for this, you could probably tweak and improve this one vastly, but it's basic enough. My most major concern is the size of the function, which I vaguely think I could shrink somehow.

P#32321 2016-11-07 22:12 ( Edited 2017-09-17 08:44)

Cart [#28631#] | 2016-09-17 | License: CC4-BY-NC-SA | Embed
5

Cart [#27599#] | 2016-08-29 | License: CC4-BY-NC-SA | Embed
5

Cart [#27409#] | 2016-08-26 | License: CC4-BY-NC-SA | Embed
5

You are a slime, and you awaken in a slime factory (Because those exist now). Not only that, but you've been split into 21 pieces! The other parts of you must be around here somewhere. Explore this strange place to get yourself together and escape!

V0.8- Initial release
V0.9- Music, better title, map revision, added 5 slimes, added ending, added some new sound effects
V0.95 ("Somnule update")- Thanks to some nice feedback, I added a message bubble that somewhat explains items you collect, as well as faster pipes, and minor map changes. Thanks, somnule!

TODO:
-More items?
-Enemies/Bosses?
-Minor glitch fixes (Out of pipe travel, any others I can find)
-Particle system?

Controls:
Z- Jump
X- Use ability
Up- Change ability
Left/Right- Move

How to play:
Explore the laboratory and gather the canned slimes. Avoid the slime pools.
Gather item cans by jumping on top of them to power-up.
-Blue can: Allows the player to shoot out slime balls
-Red can: Allows the player to set slime bombs
-Green can: Allows the player to jump higher (Doesn't have to be switched to)
-Yellow can: Allows the player to run faster (Doesn't have to be switched to)
-Trapped slime can: Collect 20 of these
Other special objects:
-Blue doors: Can be shot and destroyed
-Orange pipes: Can be traveled through
-Cracked walls: Can be blown up to reveal passages
-Crystal Blocks: Walking on top of one of these sets your check point to that location in case you die

P#27410 2016-08-26 17:10 ( Edited 2016-09-18 01:10)

Cart [#25823#] | 2016-07-24 | No License | Embed
4

This is a little project by Jonas and Lucas.
The game's about Lucas, who has to go around the Dad Islands and collect special tools and items to get to the scary castle island.
It's not done yet, but it has the basics.
Controls:
-In-game:
-Arrows- Move
-Z- Open menu
-X- Use item
-Menu:
-Left/Right- Highlight items
-Up- Switch menu
-Z- Close Menu

P#25824 2016-07-24 14:45 ( Edited 2016-07-26 09:47)

Cart [#25764#] | 2016-07-23 | License: CC4-BY-NC-SA | Embed
5

Cart [#25673#] | 2016-07-21 | License: CC4-BY-NC-SA | Embed
5

The game isn't done, but I'll be working on it slowly but surely.
Use up/down to move your ship. Use Z or C to start the game or restart after crashing.
Speaking of which, the point of the game is to not crash.

This game mostly started as a demo sort of thing, but I'll make it more like a game as it goes on.
Current features: parallax map-based scrolling (Single or double map), palette trickery, a spinning spaceship, automatically generated levels/obstacles
Planned features: music, more levels, and enemies.

Changelog:
V0.5- initial
V0.7- Automatically generated levels/obstacles added

P#25677 2016-07-21 14:32 ( Edited 2016-07-26 13:56)

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