Thank you, glad you enjoyed!
Isaac Games
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What a cute game, I love it!! The characters are adorable and the pixel art is lovely, especially the animation of the main character. My only complaint is that the timer for blackening the screen is so tight! In the later levels I spend most of the time not being able to even see the player character. Also the timer seems to not reset between deaths or runs, so if you die too many times the screen stays completely black and you have to reload the page. Other than that, the sound and story are both fantastic. Well done! Wish I could see more of these lil buggers <3
Thank you for bringing this to my attention, I see the misunderstanding. Each demo corresponds one of the tutorial videos, and I have only made the first two so far. The third was going to include those features you mentioned, and the playable demo on this page was just a preview. However, I haven't continued this project, so the third installment was never uploaded. I'll find the file and upload it shortly. Although, fair warning, it was designed as a demo rather than a teaching tool, so it may not be commented as thoroughly as the others. If and when I continue this series, I'll replace it with a more organized, teaching-focused product. Thank you for your patience and I hope it will be helpful to you.
I went all the way down into the cave with all the platforms and the bat thingy, got the item at the end, but now I don't know what it was or how to get back out. Based on the level design I expected some kind of double jump or wall jump ability, but I can't. What am I missing?
p.s. could you make the link color on this page different from the background color so we can see them?
Inside the while loop that does the actual raycast, there's an if statement that checks if the ray has gone out of bounds and stops it. It'll look like:
if mget(x,y)>0 or x<0 or x>31 or y<0 or y>31 then
-- stop the ray
You can change those numbers to change the size of the visible map. This demo uses pico-8's map, so it's limited to 128x64. If you need something larger than that, you could use a table instead, which can be whatever size you want.
Just be aware, when the map gets too big it may start to lag because the rays are checking every intersection across the whole map. You can solve this with fancy optimization, or just avoid making wide open spaces or very long tunnels.
Hope this helps!
The method I used is actually really simple. I draw the horizontal lines with a for loop, and the y coordinate of the lines is divided by the iterator. Then to animate them, just have another variable constantly looping from 0 to 1 to use as an offset. So it would be something like:
anim-=0.03 -- animate lines
anim%=1 -- loop it between 0 and 1
for i=1,10 do
-- the key is to divide by i+anim
line(0, 100/(i+anim), 127, 100/(i+anim))
end
The vertical lines don't move, but the way they intersect with the moving lines gives it that 3D effect.
Hope that made sense. Glad you enjoyed the music too :)





















