Iโd be careful standing too close to a wall with that about to cast ๐ฅ
Iโd be careful standing too close to a wall with that about to cast ๐ฅ
I have stuff like that :D
I like the way the pipes run into the frame for the whole screen and how gnarly they look. It made me think of this game I enjoyed recently: www.lexaloffle.com/bbs/?pid=109...
Your dedication to ecological use of rain water is admirable.
My gf helped me install a receptacle attached to our guttering at the weekend and we have consistently been referring to this activity as โdoing butt stuffโ since ๐
Looks great already - find the exits through the maze, get all the treasure chests for more points and upgrades(?). How many tokens have you got left?
Killing a prisoner you're trying to rescue used to stick until you reentered the asteroid, but now they are beamed back to their prison.
I think the old way was too punishing tho more "realistic" and maybe "No escape; even in death!" fits the scifi dystopian feel quite well anyway. Maybe?
#pico8
Test levels are always a bit daft, but you get the idea; there will be more polish in future (and more challenge). The next thing is to make these actions update the player save and persist at which point it's almost a game ๐ฎ.
And becomes more of a pain to debug too, of course.
#love2d #indiedev
Inevitably I found a bug after yesterday's change. Fortunately it only cost a couple of minutes and tokens to fix.
After a tiny tweak to the level data it's now also within 1 byte of going over limit so we're all full up for the moment for Oust 1.2.0 RC5.
#pico8
And not โSuper Switchโ either.
Hoppy Easter from me and Pac Bun, still spreading the free love in their own special way 4 years on๐ฐ
drake-blue.itch.io/p8c-bun
As far as I know, no-one's ever unlocked the easter egg for completing all 16 levels without dying - esp me with a laptop up arrow not working reliably at all...
#pico8
Those are really cute kitties ๐ธ
Shot of Aseprite where a sprite 4 pixels wide by 1 high has been drawn, entirely yellow except for a blue pixel to the far left.
The death sprite for the prisoners has been redrawn, also known as The Saddest Four Pixels Ever. Behold my pixel art genius:
(I think I might take a break for a bit)
I'd be lying if I claimed that messing about like this wasn't a big reason why I still make these things.
12 pixels and 3 colours should be enough for any human character ๐
"We warn you agent, the Regime's scientists are rumoured to have been conducting experiments to splice flea DNA with the prisoners..."
That's not quite how they're supposed to behave ๐ Definitely better than the previous, "refuse to move at all" bug.
#indieDev #bugsAreFunnySometimes ๐
Seemed a bit unfair that the wee prisoners can get stuck, even on the very early levels of Oust so I thought I'd get them behind some fences. For their own good.
It means you're only likely to see what my gf calls "the saddest four pixels ever" later on when things get nastier in general.
#pico8
The return of the wallhuggers (I never thought of a better name). There's nowt like re-implementing to notice the scary bugs in the old implementation that have been live for a year (but don't seem to actually break anything).
And, of course, to add a whole load of new bugs ๐๐๐
#solodev #indiedev
Theyโve also got to be about the least obvious buttons on a controller- thereโs a lot of folk (who perhaps donโt play a lot of games, e.g. my elderly parents) who donโt even know theyโre there. Not a great accessibility thing in another way.
I had to close the app. Restarting the game brought me back to the last checkpoint and I didn't hit the bug again for the next few minutes. I'll try again later if I get time.
This is amazing - and the PICO-8 version was great already ๐
I did hit a bug though (on a macbook, if that helps). I noticed the top row of pixels didn't seem to be getting cleared once I reached the red section then shortly after all input failed at the rising air elevator thing beneath the start ๐
The orbs in Oust have some code I'd optimised so it wasn't very readable so I left it alone when everything else got tweaked to save tokens.
Making the new version I looked at it again: it's so bad it has a bug.
Fixed it now & wondering what to do with 27 spare tokens ๐
#indiedev #pico8 #gamedev
"That wasn't too difficult". Of course, despite drawing the graphics for the flashing light for these obstacles, adding them to the resources for the game and even loading them when the object kind is initialised, I didn't actually alter the drawing code to, you know, show them at all ๐ Fixed now.
Thereโs only me here. (I may only be awesomely optimistic rather than awesome)
One of the simpler things in the game becuase sometimes it's nice to be able to add something straightforward to the game and think to myself "that wasn't too difficult". And it needed to be done some time.
#gamedev #indiedev
Keys and gates working which a means basic inventory and more work on the save game system.
The keys aren't all going to be quite so easy to find.
#indiedev #gamedev
Did some work to make redirecting teleports a bit more sane in this new version of the editor.
It sure beats keeping two instances of #pico8 open and typing the numbers in manually.
There's still plenty of edge cases to deal with, but it's getting there now.
#indieDev #gameDev #SoloGameDev
It's a bit rough still, but asteroid gen all the way to testing is working now. I'd like to do some things in a better way, but as usual trying not to let perfect get in the way of progress.
#gamedev #solodev #indiedev
Finally got round to getting the editor to allow adding new kinds of object to an asteroid.
That and generating new asteroids is the biggest thing stopping it from being actually useful.
#gamedev #indiedev
Finally got round to getting the editor to allow adding new kinds of object to an asteroid.
That and generating new asteroids is the biggest thing stopping it from being actually useful.
#gamedev #indiedev
Three headed dragon meme. Two formidable dragon heads at the left. The one in the middle is looking at the derpy, weird head on the right with raised eyebrow.
Applying a rnd factor every frame tends to even out over time. If youโre doing something like amp*sin(spd*t()+off) Iโd try using rnd for the terms with a random countdown of 30-120 frames for each head until you change them again.
Also you need the one on the right to be derpy ๐