sol [Lexaloffle Blog Feed] Sybil's Tail 1.1.1 <p> <table><tr><td> <a href="/bbs/?pid=67959#p"> <img src="/bbs/thumbs/pico8_sybils_tail-2.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=67959#p"> Sybil's Tail 1.1.1</a><br><br> by <a href="/bbs/?uid=37852"> sol</a> <br><br><br> <a href="/bbs/?pid=67959#p"> [Click to Play]</a> </td></tr></table> </p> <p>Sybil's Tail is a tiny, 15-30 minute long platformer made for PICO-8. Run, jump, slide, grab, and toss your way through 6 bite-sized areas as you search for a mysterious meteorite that fell nearby!</p> <p>hi there!! after 4 months of working on it, I've finally finished my first PICO-8 game, Sybil's Tail! this project was a lot of fun to work on, and getting everything to fit into the 32k of cart space required a lot of tricks to make things work right. a large reason it took so long was all the rewriting and compressing it took to get in all in there. but! the result is exactly the game I set out to make! I hope y'all enjoy exploring this little 8-bit world I've made.</p> <p>it's also on itch <a href="">here</a>, which includes native exports, and the soundtrack. speaking of, I would like to extend special thanks to <a href="">@kitorchid</a>, who made the incredible cover art for the soundtrack, and <a href="">@osmoru</a>, whose adorable artwork formed the basis of the cartridge label design. In addition to those commissions, I also received wonderful artwork of Sybil from <a href="">@MarziManed</a> and <a href="">@_pexl</a>, who are both very cool artists that you should check out as well! And of course, I would like to thank all testers and of course my friends, without them none of this would have been possible. </p> <p>some statistics (from version 1.0):<br /> number of songs: 9<br /> number of music patterns: 33<br /> number of SFX: 63<br /> non-empty map tiles: 3180<br /> sprite animation frames: 99 (computed at runtime)<br /> bg animation pixels: 60<br /> number of object types: 25<br /> number of in-game objects: 734<br /> tokens: 8190<br /> code size prior to data interleaving: 19435 bytes</p> <p>in other words! for PICO-8, it's a big game. sometime I'd like to write a blog post about all the tricks I did to squeeze everything in there, but for now, I'm just happy to finally have it out here. hope y'all enjoy it!</p> <p>[UPDATE version 1.1]<br /> The game now makes use of the &quot;secret&quot; pico-8 color palette-- the result is far more colorful, while still retaining the color contrast between the day and night segments. additionally, balloons and ribbons now respawn, making the game a tad less frustrating. a couple bugs have also been fixed, and several have been added. </p> <p>for the record, this is intended to be the last non-bugfix release for the game-- so I hope y'all enjoy it!<br /> [/UPDATE]</p> <p>[UPDATE version 1.1.1]<br /> 1.1.1 is primarily a bugfix release, and addresses the following issues:</p> <ul> <li>mobs can no longer kill sybil in cutscenes</li> <li>fixed issue where picking up mob and ribbon at the same time would cause mob to appear over sybil's head</li> <li>fixed an overflow bug that would cause credits screen to disappear after a while</li> <li>fixed issue where the sound effect for a hard post-jump landing was used for soft landings and vice versa</li> <li>fixed issue where sliding speed would not be reset when respawning</li> <li>fixed issue where respawn position would be noticeably offset while in fullscreen mode</li> <li>fixed issue where color of some signs would be inconsistent/flicker</li> <li>removed graphical distortion that appears when the final boss kills sybil. too many players mistook it for a genuine bug&hellip;</li> <li>color 2 is no longer mapped to secret color 4 during the daytime</li> <li>carrying a mob into the starting area during the day will no longer cause their colors to glitch out</li> <li>sybil's lighting now reverts to normal as she enters her house at the end of the game</li> </ul> <p>[/UPDATE]</p> Sat, 21 Sep 2019 00:42:10 UTC