It's great to keep the classics alive :)
Recent community posts
I love this - but could you please make the jet pack activated by pressing jump again while in the air, it's a convention. I wanted to keep playing Otherwise this is super original and appealing, and thank you for making PixelBox!
Hey, good to see another Pico 8 release :) I found myself writing down nearly every name before I realised this almost consistently generates legit sounding names! And decent inspiration for game ideas! I got to 20 before I had a nonsensical one. Here's some of my favourites and what they would be:
Shadow Terror Crossing: A horror themed Crossy Roads/Frogger.
Warlock Faction Frontiers: A fantasy themed strategy game where a colony of magic users make a settlement in an undiscovered land.
Treehouse of Terror: a retro point and click done in the style of Maniac Mansion.
The Prehistoric Shock Run: Already been made! https://www.pixeljam.com/dinorun/ (Ok, being re-made, looks like they took down the original in favour of a crowdfunding campaign for version 2)
Screaming Detectives: I laughed out loud. This could go so many ways. I like to think they solve mysteries, but as soon as they see the crime scene, they scream out loud. Wait, I think I just described Scooby and Shaggy...
Hey man, what happened to that bouncy source page? Any update on this? I found this curious page, is this progress?? https://github.com/RetroPie/RetroPie-Setup/commit/d538f17e56780915e8e38a369457ab...
Thanks, heheh :) Yeah programming for Pico 8 is giving me an appreciation and nostalgia for 8 bit computing that I never had. (Personally I started out in QBasic in MS-DOS! Making text based adventure games at first, like you, and then crummy graphical ones)
I was showing my partner page 63 of "Masters of Doom" where you deliver your pitch for Commander Keen's back story to the rest of the team, then showed her this thread, and she giggled when she saw your user name. I said "Yes... THAT Tom Hall!"
I'd love to know what in particular caused you to follow my Itch profile, was it my Alex Kidd Pico 8 de-make? What did you think?
Wow, thanks for the follow Mr. Tom Hall! Looks like we have a shared interest in DOS games, Pico 8 games, and re-making your own old games!
Am I right in concluding the reason it's so hard to get to level 36 is because the random placement makes everything unwinnable?? I got to 28 :)
Crap - sorry I missed this. I can't see a DM feature for Itch.io, can you send it to email@example.com? I was just reading up on this, and it seems it might behave better in Godot 3.0, but I made this in Godot 2.1 https://github.com/godotengine/godot/issues/9561 If you have the time, it would be interesting to see if your high refresh rate monitor has trouble with other Godot games, like this one https://globalgamejam.org/2018/games/hyperspace-shoujo or this one https://levrault.itch.io/godot-2d-action-adventure-platformer-demo (that last one has some weird controls - left & right to move, space to jump, and F to attack...)
Lordy, that is bizzare. My partner has a Win 10 Pro 64 bit machine, and I have had no problems with the frame rate. I can't think why the monitor would do it. Hmm there is sometimes a video driver setting that says "Let the application control the frame rate" which you can turn off, have you disabled that by any chance? Can you take a video of this behaviour with your mobile phone and then upload to YouTube as unlisted and send me the URL so I can see this in action? Also what's your video card and CPU?
Thank you for the kind words! And yes, the original needed more levels! In fact I'm putting a tonne of work into what I'm calling "Super Jump 'n Bump" so to keep me going it's going to be a paid game, $7 Australian - but it has a built in level editor with 100% controller support, so you never have to put the controller down (eg. you can use this on a Steam box, etc.) and a decent number of levels with different graphical tilesets that you can use to get started (I'm currently aiming for about 4 or more tilesets, and 3 levels for each of those - with hopefuly more to come if there's interest - eg. Christmas level, Halloween level, etc.). And it has rounds like a real game, so rather than play forever until you quit, it has (by default) 25 kills per level, and 5 randomly selected levels, then the game ends and shows you the scoreboard. But you can change those values in the settings. Plus there are 4 selectable characters, and 8 selectable colours, so you can differentiate yourselves more easily, improved score screen / ranking, new tile types (death tiles, wind tiles, one-way platforms, etc.) and fingers crossed - but I hope to get in Steam Workshop support so everyone can share their crazy levels...
That's a great idea! Well I have to focus on the new paid version for now, as I'm running out of money... but it looks like it would be possible;
Ok you can be the first to test if my magic script did its job properly! I fixed the bug and all the builds were updated with the script. Try it out and let me know!
Also this interface is horrible for long conversations - next order of business is getting the forums up, so I'll let you know and you can post there from now on.
Once again, possible, but not free :) Definitely something I'd look at for the paid version, because I can appreciate the benefits. It's not the technical considerations, it's the design considerations. I made this game to support 4:3 screens, it doesn't seem right to re-release it and not have it played in its original style - I have an arcade cabinet that uses a real CRT and want to keep playing it on that (and I was contacted by someone else doing the same thing!) so adding support for widescreen levels would mean handling what happens when it's on a CRT - probably labelling them as "widescreen" in the level select interface, and either popping up a warning and just cropping out the extra space (and letting the players get lost off screen), maybe instead zooming out (but that would be hard to see on a CRT), or just locking those levels altogether... you can see how this affects development from a design perspective! Open to ideas though.
Argh you're right. I found the problem - Godot is including my custom folder in the package, so the game is using the files it's finding internally in its data.pck rather than the ones from the actual external "custom" folder. I found the export settings to correct this and fixed the problem, but I spent most of the day creating an export script that will one-click export all platforms and external files and then push to itch.io, so no human error can be introduced :)
Hahah, glad you like your new title.
Well that would save part of the work, but still there has to be some data level conversion since the "mask.pcx" file is a black & white image which is literally used as a mask at the pixel level in their rendering engine, while mine is actually just a full colour image that is laid over the top of everything. So like I described earlier, when converting an old level, the mask.pcx has to be used to copy the graphics from the actual level background and paste them into a new file.
And as for the sprites, I would still need to interpret the gob data to know how to interpret the sprites.pcx files to find the images and their hotspots.
Those points are really where the bulk of the work is...
I now crown you "Master Of Digging Out Old Stuff From The Void"! MODOOSFTV for short. Pronounced "Mo-doo-sif-tiv". Hahah. It's like every time I think it's a dead end, you find something :D
I can't write this off completely now. This has to be on the list to support at some point. I've saved what you just posted. I'd like to think I'll do this someday, I just can't say when. But it would be really cool to achieve this, now that I have the specs!
Yeah it's easier to make your own levels than load the old ones at the moment, and that's by design. Loading of the original levels is not out of the question but would require a tonne of work, re-interpreting the binary format of those files. In fact I don't even think the binary format of the GOB files is documented anywhere, so it might not even be feasible...
To convert old levels you can work it out from the existing files - the foreground is no longer a simple black & white mask and is an entirely separate PNG image that's just laid over the top. So you can open the old mask, "select colour" and select all the white, then use that selection mask to copy from the original background and paste it into a new file.
Godot can't play MOD files! Believe me I tried a lot of approaches, but in the end I'd have to build MOD support into Godot myself. Which of course is another huge unjustifiable endeavor. It broke my heart to convert them to OGG files but that's what's it's playing right now. If I make a new version in another system it'll be MOD files all the way. Still Godot makes it far more feasible to make 2D retro games in a more timely manner and I highly recommend it.
Yep I can make the other things customizable (OGG files for music, WAV for sound, horizontal 16x16 PNG strips for sprites) but I was going to gauge interest before putting the extra work in. It's not complex but it's not free in terms of how much time it would take to make it load externally and get it all re-tested.
All that would definitely be in a version 2 "paid update" but yeah I was going to see how this goes.
Although I will leave you with a glimmer of hope - I have a set of "de-make" games planned that will be written in SDL (and a rendering engine called "Tilengine") and a de-make of Jump 'n Bump - already itself a simple game, would be really cute. Well, the code is already there in my existing Godot version, most of the changes would be syntactic... maybe the de-make could be the basis of a new version that supports multiple xbox controllers? We will see where things go!
In other news - the nogore option is finished, I made glitter and streamers come out of them :) it was fun. I'll be uploading that on Friday.
Also - your donation makes up of 50% of my total donations. 2 people donated $5 and you donated $10. Yes... interest has been high but donations have been low - but I'm not surprised with it being donation based. So as far as I'm concerned, you're my platinum donator :) I'll reply here to personally let you know when the forum is up and the update is out. Make sure to register at the forum when I do, so I can keep better track of these discussions!
Ok, thank you for filling me in on the details of this issue. Yes myself and another user didn't run into the limit because we are both in the same situation of having 4 XBox360 controllers, and then some generic USB gamepads that were kicking around to make up the other 4 controllers.
It seems like this will affect only a percentage of a percentage of users, so I'm not sure how highly I can rate this, especially since it would likely require me cracking open Godot and re-doing how they handle input, OR re-writing it from scratch in SDL etc . and handling the input myself... neither of those options are trivial and would be entire projects in their own right! (The funding just isn't there at the moment!) That's just my current assessment though, and I'll be keeping it in mind and looking out for other complaints. The forum will be up soon where people can post about any issues, and who knows, if the paid version with extra features take off, it could warrant further development in the XInput handling area!
Good news - I just tried it with 8 connected controllers, both on Windows and Linux, and it worked fine :) Did you use Wireless controllers? Or is it a problem with specifically more than 4 Xbox controllers? I have 4 Xbox controllers connected via a wireless dongle, and 4 USB controllers.
Hahah... I should have looked harder - I think I was really bummed that I missed out on a website that was up for 20 YEARS STRAIGHT and I got a handful of levels from it in a hurry, (all the while, telling myself I should just get them all while I can, and not put it off) and then when I came back ONE WEEK later to fulfill my duty - the site is gone...
I actually believe my downloading caused a bandwidth spike on some account and someone realised they didn't want to pay for the webspace anymore and took it down!
Thank you for your extra donation! I really appreciate it... if we could share it around more that will help maybe other people want to do the same and fund more development time.
Well as long as there's 8 tiles of space free somewhere, the new game will find a place to spawn rabbits :) So it should be ok. If there is a problem with this on a particular level, it would be super rare...
Nooo! I want to find out what happened to Sophie. Even if it clearly isn't going to be good. She is obviously trying to show us something.
Would the rest of the game end in us providing her spirit with some closure? (Or will it have a more sinister ending?) I hope the developer finishes the game one day and charges for it.
Ok so many of you have asked for this I'm going to have to do it! Follow one of my social networks or subscribe to my site for an announcement of when I update the game to have the "nogore" option in the setting file - they will burst into confetti!
Thank you! Well my donate button means Itch doesn't get a cut, which is better for me, but it's only 10%, so I'll let you decide!
Hmm ok - I set up controls for more than 4 game pads but I should have tried to test it. Hmmmmm after reading that thread I don't like my chances! I used Godot so it's up to however they handle input.
I haven't looked into it thoroughly, but off the top of my head I have a couple options:
- Get into the workings of Godot (it's open source) but that might cause differences between behaviour on the other platforms, which could be a nightmare...
- Or save it for a potential re-write in SDL where I have more control... but I have to do a lot of extra work at the joystick level...
It will definitely require more time... I'll keep you updated...
Oh and to answer your question about the spawn points; I automatically generate them. Anywhere there is a free space with solid ground below it, is a potential spawn point. But this may not work with levels that have a gap where there is no escape from... I'm open to addressing this though. Looking forward to those levels!
Yep this game supports as many controllers as you have - up to 8! So plug them all in, it'll work :) One bunny per controller! I wanted to make that clearer in the video but it was getting too complicated to communicate it, people might think you need 8 controllers for 8 players, and you don't!
You can easily mod this to swap out the levels, check out the "custom" folder! And can you get in touch with me about those extra levels? (Please use the contact form on my website, www.domariusgames.com) Ironically the original BrainChild site went down permanently last month, just before I collected all the custom levels from it! Very sad...
If there's enough interest, I have plans to add a level select, selectable animals and colours - and good point about the kid friendly version! I will have to make that an option too...
It all comes down to how many donations I get!
I just released a new game! It's free too! It's Jump 'n Bump; you are a fluffy bunny and you jump on your friends...
It's a re-make of an old 4 player DOS game, but now it works on modern computers, and is multi-platform (Windows, Linux, and MacOS) and I've added some more features to bring it into the new age.
This remake is a 2 to 8 player (yes EIGHT) competitive local multiplayer platform game where you can jump on your friends to get the highest score! Works with any combination of keyboard, mouse, gamepads, including a split gamepad mode where 2 people can be on 1 gamepad, to make sure you can include as many of your friends as possible!
So with only 2 gamepads, you can already have 7 players at once!