How much can you loot before greed becomes your downfall?
Loot Loot Goblin is a fast-paced arcade-style treasure hunt set in a deep, mysterious pit full of shiny loot, deadly traps and vicious enemies.
Take control of a goblin equipped with a magical satchel and grab as much treasure as you can before running out of light.
Controls
- Arrow Keys - movement
- (X) hold to charge, then let go to pull any precious items towards you
- (Z) press to push any precious items away from you with a dangerous velocity
- Enter/P to Pause Menu, Return to Main Menu, Music on/off
(Alternative mapping to C is Z and to X is V)
Tip1: Any treasure pulled with the satchel gets multiplied.
executing ?"⁷s000"
or ?"\as00"
crashes PICO-8 v0.2.6b on Mac OS X
system:
Model: Macmini7,1, BootROM 478.0.0.0.0, 2 processors, Dual-Core Intel Core i5, 2,6 GHz, 8 GB, SMC 2.24f32 Graphics: Intel Iris, Intel Iris, Built-In Display: Philips 236VL, 1920 x 1080 (1080p FHD - Full High Definition), Main, MirrorOff, Online Memory Module: BANK 0/DIMM0, 4 GB, DDR3, 1600 MHz, 0x80CE, 0x4B3445364533303445452D45474345000000 Memory Module: BANK 1/DIMM0, 4 GB, DDR3, 1600 MHz, 0x80CE, 0x4B3445364533303445452D45474345000000 |
Newest->Oldest Version
Top->Bottom
Forewarning: Delete Save Data between updates.
The Dynamic Bars Update
You're just going to have to trust me here- I didn't want to spend time coding a way to increase or decrease your stats like hunger or sleep, as I will be working on that next. I also added a Luxray and Shinx since they're my favorite pokemon and I got bored ^^;OH ALSO YOU CAN BARK OR MEOW WITH THE FIRST 3 IF YOU PRESS X TRUST ME
The UI Intractability Update
I'm not too sure where I'm going with this, but I have a lot to work on. Giving pets individual hunger bars for example. I want you to be able to cycle through them and see what they need. I'm really pushing any pet AI far away in exchange for controlling them. Both because it's more interactive, and I'm far too nervous to sit down and figure out how to code movement I'll be happy with and find "pleasant" to watch.
Is my simply glitch sound
WARRING
Sounds uses a sfx() uses for i,num do uses a poke() poke2() poke4() sorry sounds is glitchy
Thankes to @zep
Hey everyone!
I'm back again with more progress on my handheld console for pico8! We finally sourced a crispy square LCD display, started development on our own pico8 games launcher, and have made the switch to linux to support native pico8 by incorporating the Raspberry Pi Compute Module 4. Currently we only have renders and 3D printed prototypes but we are in the process of sourcing the parts and manufacturing the first couple of beta units. Hopefully in the next couple of weeks we would be able to show the assembled console playing games!
If you will like to keep up with development, come chat with us on our discord (https://discord.gg/KzFn8Vb4qw), or join our mailing list (https://pex-labs.com/). See you all soon!
Slightly improved version of my old cadridge (https://www.lexaloffle.com/bbs/?tid=52357)
added highscores and some visuals are improved, along with change to update60()
unminified code is at my github - https://github.com/pgulb/space-flight-pico8
A remake of the SPR() sprite function that i used as a way to become more familiar with the software. Enjoy!
--shpr (spr, but bad) function shpr(s,x,y,w,h,fx,fy) --default position and size --if not declated. w=(w or 1)*8 h=(h or 1)*8 x=x or 0 y=y or 0 --default flip to false --if not declared. fx=fx or false fy=fy or false offx=0 offy=0 s=flr(s) --changing offsets if the --sprite is fliped if fx==true or fy==1 then fx=-1 offx=w-1 else fx=1 end if fy==true or fy==1 then fy=-1 offy=h-1 else fy=1 end offs=0 drawns=s --checkign where the sprite is --based on the sprite index. if s>15 then repeat offs+=8 drawns-=16 until s-(offs*2)<16 end --repeat for the entire sprite. size for px=0,w-1 do for py=0,h-1 do --check colour of --current pixel. local col=sget(drawns*8+px,py+offs) --checking if palt --has been used. --the value is +16 if --transparent. if (peek(0x5f00+col)<16) then --drawing the current --pixel to screen. pset(x+(px*fx)+offx,y+(py*fy)+offy,col) end end end end |