Working on the high score system. Thinking about the best way to pack/unpack six high score initials into pico-8'a very limited persistent data storage.
Update on #gamedev for #picofender: A friend – top ~1000 globally on a few arcade shooters on Xbox Live – will be taking a look at #picofender to share some opinions about balance/difficulty/scoring.
I've also cleared ~400 tokens for what I hope is the last push. #buildinpublic
Update on #gamedev for #picofender: A friend – top ~1000 globally on a few arcade shooters on Xbox Live – will be taking a look at #picofender to share some opinions about balance/difficulty/scoring.
I've also cleared ~400 tokens for what I hope is the last push. #buildinpublic
#picofender now has two parallax layers of stars that clip against the foreground as well as a functioning radar/scanner system. This is starting to have enough elements that it's fun to play! Looking forward to sharing soon.
#picofender now has two parallax layers of stars that clip against the foreground as well as a functioning radar/scanner system. This is starting to have enough elements that it's fun to play! Looking forward to sharing soon.
Check out how this bug completely maxes out #pico8 CPU and memory very quickly. It keeps bleeding the humans forever instead of mercifully killing them at once.
After another round of token optimizations, I've saved >1,000 tokens w/o losing any functionality and now have ~1,300 tokens remaining to try and complete #picofender for #pico8 soon.
Here's some footage of me testing the newly rewritten collision system #buildinpublic#gamedev
I'm approaching, but not yet at, the feature set I want for #picofender, but I'm also using 96% of the maximum token allocation for #pico8 right now. So, it's time to do battle with the token monster to get what I need to do the features I want and polish/balance.
Solid progress on #picofender today, though not quite enough where I'm ready to share the first alpha. I'm starting to run into the #pico8 token limit. Not sure how much optimizing saves, but I'm at 75% and nowhere near feature complete. Will have to cut #buildinpublic#indiedev
#picofender development is going well, except that I'm approaching the #pico8 hard limit of 8192 tokens. I've been putting this off for awhile, but now can't really implement new features (or finish original scope) without *serious* token optimization.
Earliest terrain that's in the current version. I set #procgen aside and hard coded a series of vertices with lines. I suppose I could have just used a big sprite, but this seemed more flexible.
First test with moving sprite and particle effect: notice: (1) no acceleration on the ship, only constant speed; (2) no terrain to move around in; (3) no shooting, no sound, no animation.
I've been asked why build for #pico8? #picofender isn't a commercial project: It'll be on @itchio as a pay what you want, but, this is kind of like of a business card for me. When it's done, people can get an idea of what I do in seconds without me saying a word. #buildinpublic
Early #picofender development: Early on, I tried to build features as separate program that I could build and test independently. This next "version" is the laser shot. Keys here were the oscillating color, segmentation, and SOUND. What do you think? #gamedev#buildinpublic
In my work on #gamedev for #picofender I've looked at a different ports of Defender and the decisions designers made with limited resources on different platforms.
Compare Defender 2000 for Atari Jaguar vs #picofender vs. the MSDOS(PC) port. I think my approach of optimizing for play space vs than making the "best" looking sprites is the optimal use of limited resources, but designers of other games have reasoned differently #buildinpublic
Defender 2000 for Atari Jaguar used more pixels to make a "better" looking ship sprite, but it really changes the gameplay by taking up so much more space onscreen. Compare Defender 2000 vs. OG Arcade Defender vs. my #picofender mockup
Rather than adhere to the pixel art of the OG Defender, I chose a "super-deformed" or "cute" style for #picofender that required fewer pixels instead of using more detailed sprites that would take up more screen real-estate.
This is the earliest "interactive" version of #picofender which is really just a line moving back and forth. The purpose of this for me was just to test my familiarity with the #pico8 camera() function; keeping track of an object as it moves on/off screen. #buildinpublic#gamedev
This mockup of #picofender is almost a year old and took me maybe an hour or two to put together. I actually thought finishing a working Defender-like would only take me a few hours more. Boy did I underestimate the challenge in this (at least for me). #buildinpublic#retrogames
This inanimate and unresponsive mockup of #picofender is just 300 lines of code. All this does is draw the two sprites for the ship and the picoalien, a UI, some random pixels for stars, and a hard-coded sequence of lines for the ground.
I can't #gamedev#picofender for #pico8 fast enough to show new features every day, so I'd like to share some early dev history. This is the earliest mockup. It looks similar to the current build, but there is no movement, no interaction, no animation, no sound. #buildinpublic
I showed off #picofender for #pico8 to my 13 year old nephew. He was nice, but I could tell he was unimpressed 😂 He just sees retro-styled game as "old-fashioned," and doesn't notice the subtle things that make my demake/remix of Defender a mix of old and new.
More features coming in on #picofender for #pico8 I've added a pretty need lighting-bomb effect you can see here along with a few other subtle improvements since the last gameplay I've shown. Can you tell?
First update on #picofender for #pico8 in awhile. This is my first stab at a title screen. Spent quite a bit of time doing the PICOFENDER logo by hand, pixel by pixel in Photoshop. Also testing persistent cart data here. Definitely new stuff for me!