Your sister has been killed by a furious demon.
With the Artifact in hand, you can take your revenge.
This is a work in progress zelda-like. The goal I set for myself was to use a single item in a variety of ways.
I have a few questions for anyone who would like to leave their feedback.
Thank you for playing!
Controls
Up, down, right, left to move.
When you have the artifact:
Hold X to aim artifact.
Release X to throw.
Hold X to call back
When you have the shadow powerup:
Hold Z while throwing or calling back the artifact
to leave a shadow.
Playtest Questions
How does the artifact feel to control?
How does the game-world feel to be in?
How do you feel about the characters?
Was there anything that felt too hard or too easy?
Is there anything you would change about this game if you could?
MILD FLASHING LIGHT WARNING
My first ever project, created with the help of the Lazy Devs Shmup tutorial. Please Enjoy!
Controls
Arrow Keys: Movement
Z:Shoot
x:Bomb
Rules
Destroy all enemy ships to progress to the next wave.
Dispatching an attacking ship grants double points.
Collect Charges to use a Bomb, and a Shield to take an extra hit.
Extra Shields are turned into Charges.
If you collect 10 Charges, they'll be converted into an extra life or bonus points.
Credits
Art and Sound by me
Raijin, god of thunder has stolen your beloved cat! Fight through Oni and chase him to the heavens to save her!
A runner/platformer where all you need to worry about is jumping and swinging your katana!
Controls
​Your character will run back and forth automatically.
​Jump: Up key/button
Attack: 'o' or 'x' button, keyboard: z / x / c
Characters
​​
The Samurai
​The player character and hero of the story. On a revenge mission to retrieve his cat!
Hey,
Out of curiosity, I wanted to implement Aspect Oriented Programming into metatables used as objects.
I'm having trouble making the __index
meta-method to work correctly.
My goal is whenever the functions update
or draw
are executed, I also execute the functions called pre_update
, pre_draw
and post_update
and post_draw
if they exist in the same object.
I can't make the code below to work. What am I doing wrong?
function aop_mt(tbl) tbl = tbl or {} tbl.__index = function(tbl,key) local ogfunc = rawget(tbl, key) if (one_of(key, "update", "draw") and is_fun(ogfunc)) then local prefunc = rawget(tbl,"pre_"..key) local postfunc = rawget(tbl,"post_"..key) return function(self,...) if(prefunc) prefunc(self,...) local ret = ogfunc(self,...) if(postfunc) postfunc(self,...) return ret end end return ogfunc [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=157995#p) |
hi everyone this is my first post to bbs
im working on a roguelike on the pico 8 and running into some issues
it seems like im hitting a limit on the -y axis
my player keeps moving like normal since the camera is centered on him but then suddenly its like i hit a wall and then
the player start shifting from the center going up
adding the cartridge since i feel like i wasnt able to describe it properly
try to keep going up
can i get an explanation on what i am doing wrong ?
This is a game about jumping (and double jumping) over saws.
They explode when you hit the ground.
Get the best possible high score before the time runs out.
It is a homage to A Slight Chance of Sawblades by chinikyan.
It's also a follow-up to my worse remake of this game, made on godot (https://nhmosko.itch.io/godot-saw-jump)
Comment your high scores!!
[8x8] | |
[8x8] | |
Evening all! Just popping this on here- my first attempt at a PICO-8 game. Sort of a Sim Chicken... thing. Suggestions for a better name are welcome!
Arrows/d-pad moves the cursor
"C" button performs the action
"X" button accesses the menu at the bottom of the screen
Recent updates:
This is getting closer to a more complete gaming experience. Enemy attacks vary depending on how many chickens you have. Chickens need feeding, and can starve to death. An autofeeder is available - but expensive! There is now a proper game over screen with STATS :)
To learn how to play, check this interactive guide.
Use your solitaire skills to assemble powerful combos and defeat the dungeon's monsters. Grab treasure and spend it to build a set of powerful, synergistic abilities to help you. Manage both your own resources and a demon's patience to hopefully survive the ordeal.
Solitomb mixes solitaire and poker influences with a roguelite structure to deliver deep and strategic gameplay in quick, half-an-hour-long runs. The gameplay focuses on stacking and altering cards to execute sweet poker-based combos.
Like Slipways before it, this game has quite a lot of potential to be expanded into a full-blown Steam release. Let me know if you'd like to see that happen!
Some people come here to practice making games, but that's to much work, so I'm here to learn marketing them. Whether your game is costs money or is free, as long as it a reasonably competent game I'll try to get as many people as I can to play it, create a press release for it, it's own official website, and try (and very realistically fail) to get youtubers to play it.
This is really just something I'm doing for fun and to put on a resume, so message me if your interested!
PICODEX DUAL - BY ALANXOC3
alanxoc3 welcomes you to the world of pico-8 pokemon... again? thats right, picodex is back with a gen2 sequel. released on the 25th anniversary of pokemon gold and silver and silver!
this is a complete battle simulation game for pokemon gold/silver/crystal/stadium2 (GSC2) somehow crammed into just 32kb. for perspective:
- 152 kb is the size of this game's manual.
- 373 kb is the size of pokemon red/blue.
- 503 kb is the size of pokemon yellow.
- 710 kb is the size of pokemon gold/silver.
I just found a weird bug where pushing play in the waveform editor seems to corrupt the first note of sfx 63
Steps to reproduce
- click the "waveform" button in any sfx 0-7 and push spacebar to play
- view sfx 63 and see that the first note has now changed to a C2 using the waveform instrument that you were just editing
using version 0.2.6b