Became interested in this as MrmoTarius mentioned he uses it in his work. The documentation says “Check out @Playscii”, but its been a few months since I clicked to follow you on the SoMe formerly known as twitter and the request is still pending. Is the account no longer active?
insens
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Okay, its early days yet. I don’t mind scrapping what I did so far and try starting with a camera_follow setup, building an adventuregame.p8-style game from that, (apart from the fact that I’m kind of proud that I managed to make the player sprite two tiles high, with his top tile torso tile triggering actions like picking up keys and such, although ideally both legs and torso should do that). But I’m sure to run into trouble with the huge gaps in my knowledge of coding. I’m all about the art; draw like a pro, code like a noob. :L
But, its worth a try.
But before I get to that: I’m A little confused by the way the setup varies in the different tutorials. Wanted to add camera_follow to my adventuregame.p8-style game, but it didn’t seem like just adding that bit of code worked. Do I need to modify the setup as well or is there something else I missed?
Edit: While adventuregame player moves 8 pixels per arrow click, camera_follow player moves smoothly from pixel to pixel. Guessing this is where the problem lies. Will try again using that setup instead.
Working to learn pico-8 from this tutorial, the game game i have in mind is one where the player enters several houses. I’m thinking I’d wall off parts of the map and draw the interiors there, then it should be possible to instantly transport the player over to that part of the map if he hits a door, (or rather the sprite on top of the door to make him hit the up arrow). Could you point me to any resources on how to do that?
Even though my ambitions are greater than my abilities right now I’m having so much fun with this, enjoying your instructional vids a lot, they are very concise and clear so thanks a bundle for that.
Yeah, a fourth option would open up an exponential amount of opportunities also, so a lot of work. Phew! It could have been cool, maybe make elements to make more elaborate buildings, to be able to stack bricks higher, maybe make flowers into textiles, trees to wooden stuff &cetera.
But sounds like I’m flogging a dead horse here. Its a cool lil thing in and of itself. For now just deleting the mention of a fourth option in the accompanying text would do nicely.
Enjoyed the smooth, simple graphics and relaxing gameplay. I managed to make quite an array of flowers with different colors & petals, although I was a bit surprised at how some of the colors mixed. What frustrated me was that the info said use numkeys 123 and 4 to interact, but no matter what I tried there were only three numkeys available. … Still wondering what the fourth one does.
On here, right now, Lemonhunter and Unknown Grounds are two short games with a certain depth that I can’t seem to quite put down until I’ve explored them completely. Markus ‘Notch’ Persson’s 2011 game Minicraft also kept me pottering about for quite a while although Ill admit I skipped on the final boss. Got more out of the crafts elements of the game, not unlike kanedakun below.
But you’d be amiss if you didnt also adress game addiction on here. On a break now from my major time eater, Growtopia, and found the brevity of itchio gaming the right remedy to scratch that particular itch.
WALKTHROUGH
Spoiler alert. If you wanna find out for yourself how this game works, stop reading now!
…
Since I’ve played through, and beat the game a few times, here’s some observations:
Unless you reboot the game you will keep all in your inventory except what you have scrapped, or are wielding when you die. So, if you can tell you are going to lose a round, try switching to cheaper gear.
When you pass the teleporter to the next level, the weaponry you’re wielding becomes your defaults, so bring out the good stuff here.
The color effect on weaponry and potions is random so test them in less harmful situations first. They remain the same in the next rounds even if you die, and until you reboot the game. The effects I have identified are:
HEALING
DAMAGE
EXPLOSIVE
POISON
CURE POISON
They will distribute roundabout like so: Explosives are great as thrown potions, not so much in melee combat on a sword or shield, as you will take damage as well, and they are a very bad idea to drink.
A potion that damages you will heal your enemy. Likewise if it poisons you, it will cure a poisoned enemy.
ENEMIES from weakest to strongest
Pink cyclop
Red spider
Orange bat
Green frog
Blue skull
White giant — can poison you randomly
TACTICS
Do not take on every enemy, retreat if necessary, and take another route. Enemies are not really aggressive — although they do seem to circle in on you and protect loot — so it is often possible to go through the room and bypass them completely. But they drop weaponry and potions so kill them if possible. Higher enemies drop better gear so conserve your energy for those.
If health is low and you have no healing potions, heal yourself with a sword on lower enemies til health is back up. Healing on high lvl enemies does not work as well, (though I suspect a higher lvled weapon migh be better).
These are just some preliminary observations, there is still stuff Ithat needs to be uncovered — like what imbuing potions does for instance — but I’d need to crunch more numbers to do so, and … well you know, I’ll prolly not get round to that. Hehe.
However if you, like I did to begin with, think this game can not be beat, there are strategies that will get it done. Hope this helps, and happy gaming!
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PS: Game dev. do correct me if I’m wrong, or feel free to remove this comment if you dont wanna reveal the inner workings. :)