Just putting this here for now.
Needs a little more polish, including some more sfx here and there.
Momentum beginning to fade though. Not really sure where I'm going any more.
Any feedback welcome. I've a few hundred tokens left to play with IIRC.
Controls should be easy to work out, except ⬇ (down) which will throw grenades (unlimited right now).
Edit 1: Used existing sfx where there were previously none in place. Could do with some slight variations for hits and explosions.
Edit 2: Added slight delay to secondary damage giving a chain reaction effect.
Edit 3: Increased smoke when crates and barrels explode.
EDIT:
Update to v1.4
Fixes:
- Potentially fix bug of disappearing hero, this time I think I could replicate it too!
- Fix for when chests spawn on top of stairs, should be safe to open them now
- Tweak the loot drop a tiny weeny little bit for boss chests
EDIT:
Update to v1.3
Fixes:
- Potentially fix bug of disappearing hero (again)
Update to v1.2
Fixes:
- Fix bug of occasionally disappearing hero
- Remove intermission music on level cleared (it was more than annoying)
Update to v1.1
Fixes:
- Fix crash (reported by @MasterNyborg below)
- Fix some minor color bugs
- Fix equip scene bug
left/right: move left and right
up: aim attacks up
X: jump
O: attack
My first game waow. Two player versus samurai action. Its like samurai gunn without the guns. There is still refinement to be done and certainly code to be cleaned up, but I think its pretty fun at this point. So grab a homie and cut each other up!
The default for O and X is to be mapped to Z(O) X(X) C(O) V(X).
In keyconfig, if we change the mapping of O and X, it appears that you can only map one key code to O and X. Is there any way to produce an alternative multimapping in the config file? for example, maybe I want O to map to U and K and X to map to I and J. Is there any way to do this?
As far as I can tell, only the default state allows for a multimapping on O and X. Apologies if this is covered in the manual or elsewhere, I did search for this information but did not find anything.
controls:{arrow keys for movement, z for interaction}
in oneness, the goal in each level is to make everything become one (numerically and spiritually), when a level is done, go to the top right to advance. heres how it works:
the player, a purplish violet number one, is able to interact with objects. such objects are: numbers, arrows, and operators.
numbers are moveable objects that contain a number, when a player presses z on the number, its value goes up by one, and the players acts value (visuallised by the tiny ones on its head) goes down by one.
when you push a number into an arrow, your acts decrease by one, and the pushed number becomes active and moves in the arrows direction. it stops once it hits a wall or neighbors another number. if its the latter, the neighboring numbers gain that number too.
this is a test i made to test out the face mechanic im planning to implement in something later on tell me what you think i guess its not that great but hey it works
use up and down to change the health value
---update---
added the hud and moved it down a bit also made the code better for the face because i was dumb lol
Lock Step is a puzzle game where you use one button to choose the direction in which you move. The twist -- enemies move every time you select a direction! Can you, the intrepid explorer, find your way to the hidden chest of gold at the end?
This game was made for the 2019 Game Maker's Tool Kit game jam, the theme being "only one." It took roughly 5-7 hours to finish. There's 7 puzzle stages, so it shouldn't take too long to beat! Oh, and check it out at itch.io here, where I've submitted it for the game jam.
Hi all,
We created this over the last 48 hours for the 2019 GMTK Game Jam (https://itch.io/jam/gmtk-2019). Enjoy!
This is a game submission for the 2019 GMTK gamejam (<48 hours) with the theme 'only one'. Use only one button to guide your companion using morse code.
https://puffpastryprince.itch.io/morse-course
A lot of feedback requested more simple levels to start with so I added tutorial levels and undo function and now the rock/gem things act properly. I also added a command to ask for help ;D I'm keeping the submission version up until the jam is over.
Gameplay
BACKFIRE MAN is out to save the world from demons, however all he is equipped with is a bomb. Using it tends to backfire a bit...
(This game was made for Game Maker's Toolkit Jam 2019 in less than 48 hours)
THEME
The theme is: "Only One"!
Controls
Move - Arrows
Throw bomb - X
Self explode/Reset - Hold Z
POST GAME JAM UPDATE
- New animations
- New levels
- New pickups
- More sounds
Credits
Sebastian Lind
https://twitter.com/Elastiskalinjen
Simon Bothén
https://twitter.com/caresilabs
Hi everyone,
I'm currently working on a game where multiple enemies (cubes) spawn in the corners of the screen, and then move towards the player. I also have what I call patterns, that are large rectangles moving along the screen. So I made this function that make the enemies collide with the pattern and bounce off it.
My problem is that some enemies just go through the pattern, or sometimes the opposite, bounce way too fast.
How would you guys handle stuff like this ?
-- this is called each frame when updating the enemies -- r.x, r.y, r.w, and r.h are respectively the patterns location, width and height -- dx and dy is the patterns directions -- x,y, and s are respectively the enemies position and size -- vx, and vy are the enemies velocity on each axis if x+vx<r.x+r.w and x+s>r.x+dx and y+s>r.y+dy and y+vy<r.y+r.h then if x+vx<r.x then vx=-abs(vx)*1.15 elseif x+vx+s>r.x+r.w then vx=abs(vx)*1.15 end if y+vy<r.y then vy=-abs(vy)*1.15 elseif y+vy+s>r.y+r.h then vy=abs(vy)*1.15 end end -- this is to try and set a maximum value to the bounce vx=min(abs(vx),bouncecap)*sgn(vx) vy=min(abs(vy),bouncecap)*sgn(vy) |
This is a simple space shooter game that I created as an example for the Pico-8 talk at the Knoxville Game Design July 2018 meeting.
The full description of the project is available at Space Shooter Improved.
Update - Moved starting position of enemies further up on the screen.