Sure, I'll gladly take it for a spin.
hawkwork
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Cheers PoodlePilot, there is some maths behind the movement and the rotation functions. The leg displacement is built multiplying a step with a triangle function. The rotation isn't quite right yet, but it uses the tic80 methods for drawing triangles. I will polish up that method and write a devlog. Rotation around a point (other than the centre of the sprite) could be handy for other tic80 coders.
Yes, it is very similar to mechavania which I did last year in libgdx. I wanted to add more enemies that you can kill and a proper win loose state so I didn't get round to implementing any of those ideas. Yep I will put some more work in now that many of the base systems are down.
Thanks for the kind words.
Hi Krapfen, thanks for taking the game for a spin. Currently the ghost movement is handled by an instruction list that plays out the button presses as the timer runs. I think even with stable 60fps there is still some "spillage". I don't want to save absolute positions so that the ghosts can still be influenced by later runs. For example if they are standing on an elevator. The logic for the breaking of blocks also needs to be checked.
Bottom line, there needs to be a set of reliable rules for this concept to work. Cheers for your input!
What a shame that this entry was disqualified from the jam by the hosts. So all the the development happened during the jam, you came up with the story beforehand. All the other entries without an explicit story couldn't fall into that particular trap.
As this jam didn't have a surprise theme it's only natural to start having ideas prior to the actual period. And you even worked out a groovy fictional lost cartridge story.
Well done all the same!



