Parlor [Lexaloffle Blog Feed]https://www.lexaloffle.com/bbs/?uid=11224 Changing default pause menu text <p>Hey!</p> <p>I've been considering using the generic pause menu along with a few added menuitem() entries to save some space. I'm not crazy about the entry to close the menu being labeled &quot;Continue,&quot; when I've got a custom item just below it labeled &quot;Load Last Save,&quot; (specifically on my title screen and my player death screen.</p> <p>Is there a way to change the language of the default pause menu items, or even hide that &quot;Continue&quot; entry altogether in this use case?</p> <p>Thanks! </p> https://www.lexaloffle.com/bbs/?tid=31467 https://www.lexaloffle.com/bbs/?tid=31467 Sun, 01 Jul 2018 10:35:04 UTC CRATER <p> <table><tr><td> <a href="/bbs/?pid=46528#p"> <img src="/bbs/thumbs/pico54546.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=46528#p"> CRATER 1.0.0</a><br><br> by <a href="/bbs/?uid=11224"> Parlor</a> <br><br><br> <a href="/bbs/?pid=46528#p"> [Click to Play]</a> </td></tr></table> </p> <p>Woo! <strong>1.0!</strong> </p> <p>I really appreciate all of the feedback you guys have given me. </p> <ul> <li>Use bombs to destroy inactive beacons</li> <li>A beacon that is currently being used as a checkpoint cannot be destroyed. To destroy the last beacon, you'll need to use the checkpoint inside the ship's cockpit, which will deactivate all beacons.</li> <li>The &quot;double jump&quot; for the game is actually just an upwards attack (with a power up). It can be used in conjunction with the roll to clear pretty good sized gaps. </li> <li>Once you get the dodge-roll, you can use it to overcome some fall damage if you roll as soon as you hit the ground (parkour!) </li> </ul> <p>Hope you like it! Any and all feedback is always welcome.</p> https://www.lexaloffle.com/bbs/?tid=30293 https://www.lexaloffle.com/bbs/?tid=30293 Mon, 20 Nov 2017 18:52:29 UTC The Wee Dungeon 1.2.3 <p> <table><tr><td> <a href="/bbs/?pid=18865#p"> <img src="/bbs/thumbs/pico19532.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=18865#p"> The Wee Dungeon 1.2.2</a><br><br> by <a href="/bbs/?uid=11224"> Parlor</a> <br><br><br> <a href="/bbs/?pid=18865#p"> [Click to Play]</a> </td></tr></table> </p> <p>A game about impractical architecture. </p> <p>I wanted to see if I could make big levels by randomly connecting 16x16 tile chunks. If I can manage to optimize this thing a little bit, I'd like to add more items, monsters and map bits and consider adding local co-op (that would be pushing it, token-wise).</p> <p>There are a few collision issues that might cause game-breaking failures. </p> <p>In any event, I learned a ton. I'd love to hear what you guys think of it!</p> <p>Quick Update: I removed some of the background clutter. It felt way too busy. </p> <hr /> <p>P1<br /> z - attack<br /> x - shield (if you have one)<br /> left and right - move<br /> up - jump<br /> down - enter open doors</p> <h2>P2<br /> w - attack<br /> q - shield (if you have one)<br /> s and f - move<br /> e - jump<br /> d - enter open doors</h2> <p>----v0.8.0-----<br /> -skeletons now have shields<br /> -skeletons will now stop, attack and block instead of just running around<br /> -added red slimes that are slightly tougher for some variety</p> <p>----v0.8.5----<br /> -I've improved the collisions (still needs work!), so hopefully the player can't escape in ways they're not meant to.<br /> -if item drops do manage to fly out of the map, they're destroyed instead of crashing the game<br /> -player now only lunges forward during an attack if they are also defending (shield out)<br /> -player continues to face the enemy if they are knocked back<br /> -I reorganized a lot of the code and managed to shrink my token use from 7933 to 7018, so I've got more room to build new stuff. Still considering local 2player co-op<br /> -Boom. The Pico-8 is rad.</p> <p>----v0.8.6----<br /> -I've added some new equipment<br /> -fixed the player shield<br /> -added code to start thinking about local co-op, but I'll have to consider some kind of new HUD to show both players equipment and health. If you want to mess with the early implementation, uncomment the init_object(player, 24, 112) functions on lines 742 and 754</p> <p>----v0.9.5----<br /> -tons of new stuff!<br /> -still tweaking the collision detection against objects!<br /> -local co-op!<br /> -10 new map chunks!<br /> -including new graveyard areas!<br /> -some new equipment!<br /> -exclamation points!</p> <p>Unless any crazy bugs pop up that I just have to fix, I'll probably fill up the space I've saved for equipment, update the HUD and Death screens to work with 2 players and call this thing completed.</p> <p>----v1.0.0----<br /> -I think The Wee Dungeon now contains everything I'd hoped to implement. Time for a new project!</p> <p>----v1.2.0----<br /> -Maybe I lied about being done. Been thinking about the game and how much more I can squeeze into it<br /> -hitpoints are shown on attacks<br /> -there's now a progression to item drops, so you don't pick up weaker equipment<br /> -spikes don't kill you immediately anymore if you have equipment (otherwise they do)<br /> -added a few enemies<br /> -probably created a few more bugs, we'll see!</p> <p>----v1.2.2----<br /> -inching ever closer to the token limit, i fixed the kickback that happens when you're touched by a monster.</p> <p>After looking through one more time, I'm calling the Wee Dungeon done!</p> <p>----v1.2.3----<br /> revised the unfair trap room. </p> <p>--Thanks as always for looking! Any and all feedback is most appreciated.</p> https://www.lexaloffle.com/bbs/?tid=3072 https://www.lexaloffle.com/bbs/?tid=3072 Wed, 17 Feb 2016 20:26:23 UTC Hammer Tim <p> <table><tr><td> <a href="/bbs/?pid=15773#p"> <img src="/bbs/thumbs/pico15772.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=15773#p"> Hammer Tim 0.1</a><br><br> by <a href="/bbs/?uid=11224"> Parlor</a> <br><br><br> <a href="/bbs/?pid=15773#p"> [Click to Play]</a> </td></tr></table> </p> <p>This one started as an attempt to dig through the Celeste cart and learn something about structuring my code a little bit better. And a stupid pun. I'm posting this super early version to keep myself accountable to finish it.</p> <p>In terms of gameplay, I'm kind of making it up as I go, so any thoughts or crits are welcome!</p> <p>Thanks for looking! more to come!</p> <p>Arrows - Move<br /> C - Jump<br /> X - Hammertime</p> https://www.lexaloffle.com/bbs/?tid=2662 https://www.lexaloffle.com/bbs/?tid=2662 Sat, 24 Oct 2015 08:54:57 UTC The Stroll <p> <table><tr><td> <a href="/bbs/?pid=15316#p"> <img src="/bbs/thumbs/pico15314.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=15316#p"> The Stroll 1.0</a><br><br> by <a href="/bbs/?uid=11224"> Parlor</a> <br><br><br> <a href="/bbs/?pid=15316#p"> [Click to Play]</a> </td></tr></table> </p> <p>After upwards of 50 unfinished games and ideas over the years, Pico-8 has given me the constraints I needed to keep my overambition in check and release one into the world.</p> <p>While the game is short and simple, it served more as a way to explore a style and tone for a potential future project. I'm quite satisfied with how it turned out (other than some sound effects problems that I'll fix eventually.)</p> <p>Any feedback is welcome!</p> https://www.lexaloffle.com/bbs/?tid=2606 https://www.lexaloffle.com/bbs/?tid=2606 Mon, 12 Oct 2015 13:45:34 UTC