the jam is starting so soon that this is near irrelevant but
the current TIC-80 website is this, not this old one
:>
the jam is starting so soon that this is near irrelevant but
the current TIC-80 website is this, not this old one
:>
something i've noticed as of recent
for some reason, even when the app is unfocused, you can still (sometimes) input notes. (and they'll play).
idk why
do really like this app tho. thanks for making & releasing it :p
edit: just found another thing :c
currently using 4 channels, and when using backspace to delete data in chan 3... it also deletes the data in chan 4.
im honestly unsure for this. this initially seems like a fat no, but when you read the alpha section, there's nothing that really rules this out...
i honestly think this should be legal, unless the host says otherwise.
(so long as the tile fi are the same palette as the normal one, with the alpha being applied at runtime)
ik someone already said it but can we just truly take a moment to appreciate this page?
i don't know who this GB guy is, never heard in my life, yet the personality on display here makes it so you just, know him. So full of expression!! (wish I had that lol)
the 3d cart is very nice (and the outline is peak)
the theme art is actually insane, and i love how its the gameboy resolution aswell (upscaled)
The little splash art also being 160x144 is lovely (real hardware users are grateful)
And the colors, THE COLORS!!! AAAAAAA I LOVE IT IT JUST BLENDS SO WELL
amazing in every way
im copying this from a thread in gbjam 12 (it's urgent):
basically im tryna use some GBVM in GB Studio to save my sanity from 20 different camera move events. however... the documentation says the 1st argument to vm_camera_move_to is a single argument (IDX)... for x AND y.
...what???
ive tried searching for similar commands, yet there seems to be NOTHING related to this with an example (what is this documentation bro)
how am i meant to pass 2 arguments in 1??
help
so im tryna use some GBVM in GB Studio to save my sanity from 20 different camera move events. however... the documentation says the 1st argument to vm_camera_move_to is a single argument (IDX)... for x AND y.
...what???
ive tried searching for similar commands, yet there seems to be NOTHING related to this with an example (what is this documentation bro)
how am i meant to pass 2 arguments in 1??
help
Ooh this OST is just real good! 23 whole tracks, with each one being very good to listen too!!
The piano definetly suits the idea of the game, so props on that!
The tracks themselves are also really good. Cave Of Dreams felt truly dreamy, with the pads and slow melodies. Out Of Town really sounds like a track you'd listen to in an RPG, which I also love :)
my only nitpick? the orchestra hit. In certain tracks (parcticularly Fight Yourself due to it repeating frequently ) it often sounds a bit loud at times (but its not detrimental to the tracks, just a slight nitpick)
*You are filled, with dreams*
Oh my this is just heavenly to listen toooo!!!!
The percussion is very noisy, kinda like the ocean, really like that. Violin just oozes "finding your parent as a spirit after their death" sorta vibe. Those tiny embellishments reallly add to the feeling. And those synthssssss. Oh my I loveeee themmmm. This song feels like its actually underwater and I love that!
Absolutely beautiful. (Sorry about your ear though. Hope its fine.)
idea: pretty nice
visuals: pretty immersive
sound: nice
theme: powering into someone's account? that's pretty interesting
gameplay: ...oh...
I didnt understand what to do so i checked the page's "tutorial" which helped me till i reached the 6 question verification... I don't know what to put for any of these questions, and so I'm stuck at that part
(oh and by the way, you can pull the killogram menu up at any time and it'll stack on top of one another another..)
definitely a really good game tho, especially for someone aged 15, just a bit difficult to understand
hey
i was actually planning on using less colors, but i thought if i just used 2, it'd be hard to tell whats a star and whats a bullet, so hence came the 4 color palette (which isn't even mine, its the marrow 4 palette from lospec)
for the difficulty... I unfortunately didn't have the time to flesh that out... started a week late due to me not be able to come up with ideas, and so i couldn't properly finish it...
thanks for
th e
feed-ba-ck
hey
About the pixely graphics,
They are actually vectors, its just that the software i used (TIC-80) has a low resolution (240x136), so they appear pixely
For the shield, i was actually considering (and had inmpemented) making x give you 3 bullets at a time at the cost of a faster power decrease, but i found i hardly used it myself, and so removed it, before coming up with the shield
And about the theme... i do agree that the game doesnt make full potential of the theme, but i started this like a week late, and had gone through at least 2 different ideas during that, so this one was a sorta last minute dash to get something ready for the jam.
Thanks for
the
feedback :)
this game is very polished, and has alot to offer for being a pico 8 cartridge
Graphics? Yessss (+ palette swapping, nice)
Gameplay? Nice (controls are nice, not slippery, very good)
Music? Oh yes (Some of the music here, especially the intro one, do NOT sound like pico 8, more like a whole symphony
Boss Fight? Yup! (that boss was very nice)
Only nitpick?
...How does this relate to power? Is it because you need power to break through the broken blocks with your bow? I'm just curious,
Besides that minor nitpick, this game is really good
nice job!!
Title Art? Amazing. Menus? Pretty good. The gameplay? ...well...
This game is definitely interesting, I can see this being very nice to play. But there are issues.
1) The amount of health you have is extremely little. Just 3 hits and you can be screwed. Wish the damage enemies gave you was decreased.
2) Why are there spiders? If there is only 2 teams why are there enemies that are against both? I find them annoying to deal with, but not because of them themselves, no no. It's because of...
3) THE. AIMING. Why must you aim with 2 buttons FAR AWAY from each other, AND then use a third button ALSO far from the arrows to shoot? If the aim was just forced to your last directional input I wouldn't mind it. But the way it is now is painfully annoying
Minor nitpick, 4) Why are there graphics of different sizing? I understand making art can be difficult and using ones online is fine, but PLEASE at least resize them so each graphic has a similar pixel density. (Also, the low density ones become blurry due to their size.)
Definitely not a bad idea, but its really hard to enjoy for me.
This definitely seems very fun. Controls are nice, though I wish there was an option to break tiles above you, seeing as.. that's the direction that's away from the water?
The transitions are very nice and I really like them!
But about the procedural generation...
I could never go for more than 15 seconds before I found myself in an unwinnable position (heck, you could spawn in an unwinnable position). Since you can't break blocks upwards, if you ever find yourself below a large ceiling, your screwed). Additionally, I'd often find myself in scenarios where the distance between me and ground above me too far, and due to the water's fast speed, you can't just fall back down to find a better position to fly from, you're done. (It's also for this reason that I wasn't able to get any power ups, besides this green orb, and I died before I could tell what it was)
also this happened:
I honestly don't know what happened, but from the error message I'm guessing a particle got deleted from the table and somehow the game still tried to do math to it
Definitely a game with potential, but just a bit rough round the sides.
This game is perfection! and yet I never heard of it till now :(
The gameplay is amazing, and I like how each world uses its own unique mechanic combined with the basic toggle spikes!
The art here is very, very good, especially the higher res ones like the title screen and backgrounds!
And the music ohhhhh myyyy. If you played these tracks to me without telling me where they came from, I would guess you used the NES (2A03) plus some expansion chip like the N163. It genuinely uses all the channels (2 pulse, 1wave, 1 noise) so well!
The stars you had to collect were a nice little challenge for 100%ers, and the prize you get from it is really fun. I enjoyed it alot!
I litteraly have nothing to complain about here. Its that good!
Well done, Gumpy Function, Vault Kid and Tronimal! :D