Second work in progress release based on user feedback.
Score, style meter, deathscreen with results and office practice room added.
Killfloor rises much slower, rising faster based on your level
Filling boost is made consistent, takes about 5 kills (fountains count as half)
Style rank adds power to your boost! The higher your rank the higher you fly!
[[z,x, and arrow keys to control
double jump recharges with time
double tap and hold direction to stinger attack
You can walljump (though not for much height)
hold up or hold down to do different attacks. Up attacking a stunned enemy gives you height!
Hold x while doing down attack to keep it active. Doing this on a stunned enemy stops this from canceling.
TO LOAD THIS CART in immediate mode, type:
load #to_infinity
Written using 5 Pico-8 commands, see code.
Back when i was writing S2 (scenario rpgmaker 2), I wanted to have that cool neat zoom effect like you get on the SNES and more modern RPGs when you enter combat, you know, where the screen would blur and rotate and zoom forward.
At the time I was working in GFA for windows 3.1 and was told it could not be done, that it would require me to grab every pixel on the screen, calculate their point outward, then redraw them.
And yeah the first time I attempted that it was terribly slow and not even that pretty.
c-base - drink all the mate
my very first and very simple club-mate drinking game :D
footage
story
you are a nerd that needs all the club-mate they can get
every step drains your energy but club-mate can refill it
when you finished all the bottles you win
if you have no energy left and also no mate you loose
controls
you start the game with X
just walk over the club-mate bottles to drink them
and replenish your energy
why?
i just wanted to draw the c-base hackerspace logo in pico-8.
then i thought, ok what game could i write?
so i thought of c-base and whats there a lot. It's nerds and mate.
so story found, you are a nerd in a nice dark hoodie on the search for
all the club-mate in c-base.
resources used
Hello everyone,
I am working on some test code for a game idea and it involved picking up one object at a time. Now my code functions properly for the most part but for some reason the p.detect won't trigger for the key but it will for the gun. And the key can't be placed on top of the gun (correct) but the gun can be placed on top of the key (not meant to happen).
If someone wouldn't mind taking a look for me, most of the code I'm currently working with in is the objects functions and the player functions.
The boolean values are:
p.detect
p.held
key.detect
key.held
gun.detect
gun.held
Put all requests for games, mods (and genres) here:
format games as
name
:name|author|id|
format mods as:
â–’cart name|creator|#id|
IMPORTANT:
a genre is needed to add it to the program
ALL future [carts,mods,genres] added will be a result of comments
I want to put in what you want to play!
(mods for already added games work as well as new games)
game is here (again):
https://www.lexaloffle.com/bbs/?tid=46049
once added, please delete your comment to remove clutter and make it easier for me to know what I still need to add
z,x, and arrow keys to control
double jump recharges with time
double tap and hold direction to stinger attack
You can walljump (though not for much height)
hold up or hold down to do different attacks. Up attacking a stunned enemy gives you height!
Hold x while doing down attack to keep it active. Doing this on a stunned enemy stops this from canceling.
if you do one of the hold button attacks on a stunned enemy (when they flash) it does something different
Normal slashes are best for causing stuns
hold z to use super jump when red bar is filled
Fill the bar with kills (The fountains count! Downslash kills give the most bar!)
please lmk what you think any issues etc!
Hey all,
I've built a shoot-em-up game engine inspired by Tyrian, a classic of the genre released for MS-DOS in 1995. I'm stuck for now on my lack of artistic skill for graphics, art, a title screen, a menu...
I'm a fan of declarative programming, so I've gone pretty far down that path. The base implementations of ships, guns, and bullets handle clamping to the screen space, autoscrolling, acceleration + momentum + drag, damage, regenerating shields, limited power from a generator (which your weapons and shields both draw from), moving in straight lines (for bullets), limited ammo (optional), and poorly-animated explosions.
I've implemented powerups for recovering health and switching weapons. Weapons can have limited ammo.
First milestone for a battleship game. Everything is functioning, but lots left to do.
Currently there's still no AI, sound, artwork... though I've already learned a lot with this project. I figured out how to set up an external editor, do some basic logging, and how pallet changing works.
Next up is the AI, which is definitely an area I'm more comfortable with, though I'm sure I'll find some challenges anyways!
Updates:
- Added a simple AI
I'm going to keep a running total of what gets blocked in Pico-8 or cannot be accessed and - as access is desirable, I'll put it as a task to add to Clipmaster so it can be run in Pico-8. So not now but this thread will get updated and often.
The two commands import()
and export()
do not even work online.
The command, ls
and dir
(same command) do not do anything in code, I remember a time they used to work, however. I could add that to Clipmaster, give you a proper directory with extensions, file sizes, etc.
There is no sortarray()
command. Blitz has a very fast and robust internal sort routine. This could be added to Pico-8.
** There are no large integers, not easily. So, yeah Blitz could dip down and give us quadruple floating point accuracy or internal 64-digit integers. I know we need this ! :D
There are multiple issues I can't seem to figure out such as:
Why isn't the text coming up during the "cutscene" unless I manually set the state="cutscene"
I can't change the spawn point after the cutscene
why do I need to talk to piggy twice after I collect all his apples
I think I'm somehow setting the text on the screen to inactive and I'm not sure how
~Any and all help is greatly appreciated thanks!~
This is a small work-in-progress demo thingy that tries to imitate the way special stages in the first Sonic game work.
Is very unfinished and probably very buggy.
Changelog:
Current version:
- Added the special stage music, as composed by Gruber.
- Modified the check for whether the character is in the air by only checking sensors that are close to the ground.
- Fixed a rounding bug that resulted in in-air checks failing half of the time on walls facing two of the four directions.
- Debug functionality: the background is changed from blue to purple whenever the main character is in the air.
Version 2: