One of my all time favourite games was JUMPING JACK on the SPECTRUM.
I was extremely pleased to see a Remake/Demake of it on Pico-8:
https://www.lexaloffle.com/bbs/?pid=103467#p
I have made changes on the code but NEED HELP :
Changes:
Intro Screen
Scoring System implemented
High Score Save implemented
New Graphics for the Player
New Graphics for the Hazards
Difficulty Level - Holes get bigger each level
Difficulty Level - Less Lives as you go up a level
HELP NEEDED
The collision detection when both LEAPING/FALLING and MONSTER HIT is not correct in the original code. You will see this in later levels as you get hit more and more. The correction of this code is beyond me. Anyone take this on and get is bug free for me?
My submission for the Summer Slow Jams 2023: Idle
Mutation Mayhem (a prototype)
Its kinda like a base building/defense game.
I dunno anymore. You can play it yourself if you want.
Available on itch: https://guest122ev.itch.io/mutation-nation
Box Placer is a bare-bones tool for ui visualization.
Controls:
Grow Mode:
- right - grow horizontally
- left - shrink horizontally
- up- grow vertically
- down - shrink vertically
- 'x' - change mode (to Move)
- 'c' - finish and add new box
Move Mode:
- right - right
- left - left
- up - up
- down - down
- 'x' - change mode (to Visual)
- 'c' - change box color
Visual Mode:
- 'x' - change mode (to Grow)
a Head On demake for Pico-8
I started this speed-remake yesterday and worked like 7-8 hours in total. I'll have a couple off-dev relaxing weeks (posted the WIP so I can playtest) and finish it back home.
Arcade history: Head On (1979 by Sega/Gremlin) is the first game introducing the "collect dots in maze" idea. You can tell where Pac-Man took the inspiration from.
WIP:
Still work in progress but playable (infinite lives, no score).
You can push ❌+⬆️⬇️ to change the difficulty level (after a crash the new level setting will be used).
Controls:
⬆️⬇️⬅️➡️ Change lanes
⭕️ Accelerator
Gameplay:
Two cars continuously drive forward through rectangular channels in a simple maze. At the four cardinal directions are gaps where a car can change lanes. The player goal is to collect all dots in the maze while avoiding collisions with the computer-controlled car that is travelling in the opposite direction.
First time I've ever coded in pico 8. Just practicing from scratch and using this to understand various specific part of the language. Currently trying to come up with a jump function that uses loops to animate the wall moving up and down a little to simulate the player jumping.
POSSIBLE eventual goal would be to make a simple game with the goal of getting to the end while dodging traps and the like.
Work in progress, project to learn about Pico8.
Graphics inspired by https://s4m-ur4i.itch.io/pico-8-pixelart-free-tiles
After watching this video about the map generation in the Binding Of Isaac, I wanted to play around more with the map generation in my game. The maps in my game consist of 4 rooms which are randomly chosen from a list of rooms. I wanted to try something similar where it checks to see if adjacent rooms are compatible when generating them.
Original game with the current map generation
My first game, Diefence, is out!
[16x16] | |
This was meant to be my ntry for last year's GMTK jam, but I was still very much a noob with Pico-8. The idea kinda stuck, so I waited until I learnt enough (thanks to all of you guys!) and began coding it. I took around three months in which I tried to code at least half an hour a day.
Diefence is a simple Tower defence. Place your soldiers in front of the wall to your village to defeat the attackers!
WARWIND is an open world shmuptroidvania game with a focus on challenging , yet rewarding bullet hell boss fights- and achieving a sense of exploration in a vast open world . Fight your way through 4 different areas and unlock new ships by killing bosses !
Controls
- Use the arrow keys to move
- Use the X key to shoot
- Use the Z key to dash
Behind the Scenes
WARWIND was solo developed over a month to take part in the Lazy Dev's "SHMUP Showcase" . I'd like to thank everyone that offered feedback on the game during development , particularly in the Lazy Devs discord community . Unfortunately I didn't get the time to make the final boss in time for the deadline . As this is quite an old project by now , I likely won't be touching it again