Prenez place dans le bathyscaphe et plongez au cœur du labyrinthe!
Parfois on peut atteindre le point vert... et parfois la combinaison aléatoire des tuiles rend la quête impossible. Alors, vous sombrez dans la map, hypnotisé par la géométrie infinie des motifs et par la musique des touches directionnelles.
Game Overview
Features
Mechanics
In this fast-paced platformer, you’ll need quick reflexes to overcome various obstacles and reach the finish line. Run and jump your way through challenging terrain, adapting to different surfaces that affect your movement.
Sand: A tricky element that slows down your pace, making precise jumps more difficult.
Ice: The opposite challenge—gain a speed boost on icy patches, but be careful not to slip off platforms!
Though the game is still in its early stages, core mechanics like player movement and environmental interaction are already functional, with more exciting features to come! Keep an eye out for future updates as the adventure unfolds!
v0.2.6b
The hide_mouse_cursor feature is very buggy. That is the option that makes the mouse cursor disappear while typing in the PICO-8 editor. Length in seconds can be configured in config.txt but the problem is there even with the default of 5 sec.
On startup it works but after a while of coding it stops working at all. I posted this before but deleted my post because the steps I gave to reproduce didn't always make it happen. So it's hard for me to say exactly when it stops working. But I think that everyone here will notice if they pay attention, that after a some time working on a game, the mouse cursor will remain in the way while typing.
If you ctrl-r
ctrl-r
it will start working again. But if you type something at the command prompt and say, get a syntax error, or even just ls
to show whats in the directory, or cls()
, most of the time (but not always!) when you esc back to the editor it will be broken and the mouse will show even while you are typing. This will persist for the rest of the session. ctrl-r
TWICE seems to reset it, but once is not enough.
I saw a neat algorithm for generating mazes on YouTube called "Origin Shift" and tried it out in PICO-8. Works pretty good!
This first cartridge generates a maze and puts a player inside it. You can move around. Pressing X will generate a new maze. The algorithm guarantees that any cell in the maze is reachable from all the other cells. So you can regenerate the maze around the player without worrying that they'll be trapped.
Maybe this becomes a game; maybe not.
This second cartridge was for debugging. The idea with Origin Shift is that the maze is a directed tree graph with a root, or origin. You start with a very simple "maze" and then iterate a bunch of times, moving the origin around, swapping pointers to ensure the whole thing stays a directed tree graph. But my code wasn't working, so I needed to visualize what was happening better...
Looking within the birds.p64 demo:
-- draw mask -- display pixels that have one of these bits set are drawn -- 0 means draw all pixels poke(0x547d, 0b00111111) |
For a windowed app, this poke means that black (0x0) is not drawn to the screen at all. If we use cls(0)
at the top of _draw()
, then our entire background is effectively transparent, though the underlying color at those pixels is still 0. if we use a custom color table, gfx ops over the background will consider the "target color" to be 0 as well.
Is there a way to use the underlying desktop pixels as the target instead? This could be used to create some fun effects on the desktop: i'm imagining translucent windows, sophisticated shadows, additive blending...
not exactly sure how to layout the code, but so far i have these:
in the init_game, level=1
when the level 2/3/4 door is entered, the level is set to 2/3/4
but, im not exactly sure how to make the code work for the checkpoint. how can i fix this??
AND BEFORE I FORGET how can i make the level 4 camera work?
Sorry all I have messed up the upload and have uploaded the wrong game ,but it is fixed now.
This is a game based on Ridley Scott's Alien Franchise. The main character's sprite is a re-coloration of Celeste Classic's player sprite.
New collision update
Your name is Ellen Ripley. You have just killed the Alien Queen. Now escape the hive.
Please comment any suggestions to get the creative juices flowing, also please comment anything I need to fix. Thanks!