The only thing missing is the unbeatable tactile feel of the rubber buttons on my old 6110.
kometbomb
Creator of
Recent community posts
I just put my earlier tweetgame on Itch.io and included fully commented source code. You can see it here: https://kometbomb.itch.io/breakout-280
Hi,
I wrote a little tutorial about FM synthesis. It's not very comprehensive (I think you need to simply experiment to find all different nuances) but you can download simple instruments you can build on.
https://kometbomb.itch.io/klystrack/devlog/19086/tutorial-3-fm-synthesis
You could start from this post. I recommend the n00bstar tutorial, it starts from the very basics. I guess you could also read/watch videos about trackers in general to get an idea about how they work.
P.S. Most of the music you see in the videos is by someone else than me. I agree it's great, though. ;)
What impresses me most is the un-picolike feel and the big amount of content. Often, a PICO-8 game is just one (very good) idea blasted on screen and that's it but this game doses new content sparingly.
The lightsourcing makes the tomb feel quite claustophobic, it's a very cool way to make the puzzles and the rooms feel more urgent. It feels like it serves the game more than just makes it look good.
That said, I think the only trouble I have is with jumping over holes (and I guess a lot of that comes from the tiny resolution of the PICO-8) but the relaxed retry politics pretty much eliminates this problem. If you drop you just try the same screen again.
5/5, would loot again.
In short: PICO-8 has probably the fastest idea-to-game time we have seen and it's really fun to work with. So, it's a no-brainer to pick the system, especially if you are into retro aesthetics and a bit of challenge (and a very helpful community)! I think we usually have a playable prototype ready in a few days after an idea, the rest is just fine tuning and making it look and sound good. That's probably a week's worth of work spread over a few months. And sometimes the idea doesn't go anywhere and we ditch it so there is that, too. But on PICO-8 it's quite easy to prototype and test stuff so it's usually fun to fail.
It's always interesting to watch people play our games (and of course it gives valuable insight on if a game is too hard etc.) so a big thank you for the video and comments!
http://kometbomb.net/x/error.png
This just pops up when I run the game. That's divide by zero most likely, maybe you divide by the sample rate or so because it definitely happens when I don't have my 'phones plugged in.
On my computer, for some reason if I don't plug in any audio devices, any audio code basically refuses to initialize. Not sure about the libraries you use, but I was able to bypass this in my own code by simply checking if audio was init properly and if not, just skip everything related to audio. Maybe you could simulate it by just not initializing the audio device.
Hello everyone,
Gravitus Minus is a game I have been working on for a while and I finally released something a few weeks ago. The game will be instantly recognizable for those who remember Thrust (or Solar Jetman if you had a NES), your mission is to use your rotating spaceship to fetch a heavy energy core that keeps pulling your ship down thanks to the ruthless gravity. Since the original game was known to be a bit hard, I added an "Easy Mode" that has a simple control method and it allows you to make a few mistakes.
The game features some very nice chiptune music from n00bstar (be sure to check out the trailer below for a taster) and the quite well known pixel artist Ilkke helped me with the graphics. There also are challenges for each level and an online high score leaderboard system.
Currently, you can play it on Windows and Linux. The itch app is the easiest way to install the game, obviously
.
https://kometbomb.itch.io/gravitus-minus
Trailer
Manual
Hello,
https://kometbomb.itch.io/pico-racer
I finished a little racing game today called Pico Racer. It's basically a pseudo 3D driving game like Outrun or Pole Position mixed with Buggy Boy's obstacles and Enduro's day/night cycle. It has a few different landscapes. So far people have said nice things about it. Though, I wrote the game as my first Pico-8 project over the last week (give or take a few days) so it has some tiny issues such as the difficulty being a bit rough and some graphics glitches. I will of course fix those as soon as I notice them.
I made the game in the Pico-8 environment (it's sorta an emulator for an imaginary 80s console) and it's playable in most browsers (I found Chrome works the fastest). I recommend Pico-8 to everyone with problems finishing stuff. Its weird limits really help to not get stuck thinking what to add to your game and make you just go with the flow. :)