About
PICO-8 WIP port of RetroSouls Alter Ego game
You control a hero who has a phantom twin, his alter ego. When the hero moves, the alter ego moves too in a mirrored fashion. In some levels the movements are mirrored horizontally, in other ones they are mirrored vertically. You can switch between the hero and his alter ego limited number of times in a level…
Controls
- arrows = walk and climb
- Z = Switch place with ego
- X = Switch place with ego
Contact
Starting With Basics:
Right off the bat I got used to the environment. Seeing all the different menus, EVERYTHING IS CAPTIAL, where code goes and general feels. I really do like the aesthetic of the whole environment. Than I began like anyone does with going to YouTube and typing pico 8! Coming from C++ and Java the set up was interesting to learn. _Init, _Update and _Draw are all different functions to put certain other functions in, how crazy! With the tutorials I learned basic of variable setup and making shapes on screen AND MADE MY FIRST PICO 8 PRODUCT! I call it .rainbowshape which just creates a rainbow shape go figure:
<- Wow now that looks cool I think...
✨✨✨✨rainbowshapes✨✨✨✨
Sprites Are Hard
With the basics underway I began tutorials on 2D sprite movement and notice how bad I am at pixel art. Granted I have never done it before but trying to draw a little guy is harder than it seems. I have to think about size and shape? What if I want to make an octopus, how do I do draw that in 8-bit??? BUT with some more practice I actually made a little Link's Awakening prototype.
In Ghost Detective's first case, you float around a house, take photographs of evidence and solve a murder.
Be tactical about what you want to know more about, you only have a limited amount of photos. But no pressure – after your first run, you can always go back and find every last crumb of information.
Arrow Keys to move
X to take photos
Z/Y to whistle
v1.2 adds an option to disable screenshake
You can also find the game on itch.io:
https://snobird.itch.io/ghost-detective
BUTTERPAN [v1.0.0]
STORY
Its Butterpan! Join butter boy on his slippery adventure. try not to melt while gathering all the coins and gems! But watch out! Sometimes the pan gets really hot or someone drops a crab into the pan! See how high of a score you can get!
CONTROLS
arrow keys to move
[o] button to dash
[x] button to shoot hot butter
the meter on the right is how much butter you have left, if it drops to zero you lose.
Extras
this is my first pico-8 cartridge! I could use some feed back on the game and its game play. Have fun! (my personal best score is something like 5000 points)
During an late evening, I've written a small music demo with music from the Super Mario Bros. to experiment with dynamically loading music into the SFX and pattern banks before playing for more complex scores.
It's not quite finished yet, here are the tracks currently implemented:
- Overworld
- Underground
- Castle
- Starman
- Course Clear
- Castle Clear
- 100 Seconds
- Too Bad
- Game Over
There is still some leftover code for dumping the tracks from the tracker. I'll decouple it when I'm done.
SPRITE 00 - SAND
SPRITE 01 - LEMON
SPRITE 02 - All colors
SPRITE 16 - WHITE
SPRITE 17 - STORM
SPRITE 18 - Top is LIME, bottom is MOSS
Modify your palette matching the image. I used Painto8 Lite bbs cart to generate this line of code.
pal(split("7,2,3,4,5,6,1,8,9,10,11,135,13,14,15,0"),1)
Put the code in and run it once.
pal(split("7,2,3,4,5,6,1,8,9,10,11,135,13,14,15,0"),1) poke(0x5f2e,1) --editor mode function _draw() cls() print("its running",0,100,1) spr(0,0,0,3,2) end |
Now do the IMPORT and run again.
Whats happening: When your custom palette being drawn in editor mode, ONLY THEN you are good to import the sprites. After that, you can remove the poke.
all the steps in 8 seconds or less
links
Simple tweet cart project made in an interactive random spiro shapes generator.
X to reroll
C to switch to disco colors
Tweetcart : https://twitter.com/IvanJoukov/status/1526962572083269632
Every now and then I get directed to a BBS post with a cart that I genuinely to see, but which is making my headphones screech into my ears because it's so loud.
Thing is, I already have both my system volume and my app-specific browser volume set to sensible levels for all other content, so I can't reasonably dial down the volume pre-emptively.
Unfortunately, sometimes it's appropriate for a game to do something loud, albeit briefly, so I wouldn't expect you to limit it in the player either.
Really, I think the solution is to have a slider of some sort on the web player. Even if it's limited to 8 different levels, like PICO-8 is internally, that'd help.
Maybe if the user right-clicks (or presses and holds) on the speaker icon, it pops up a slider that can be adjusted?
I dunno if it should be persistent and/or global. For reference, Youtube seems to be both, i.e. the most recent change you made becomes the default for the next video, regardless of how many windows you have open with different settings.