Thanks Andrew - the pain was all worth it just for the birbs! :D
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I know it's not at all original, but it was an entry for a recent Jam on Itch.io and I decided to try to do a port of one of my favourite flash games (even though all the code cannot exceed 560 characters!)
No, not dead (yet) - I do have a update that is currently WIP. However, as I mentioned to you previously, this project is subject to my available time, which has been limited lately. Thanks again for your interest! :-)
Yeah, during the Jam I was doing ZERO checking for positioning
(there's also nothing stopping a spinning Space Station to be right on a planet as well!)
One for the "Todo" list - thanks for reporting (and playing)! :D
Thanks a lot! :D
Kind of - it's all generated on-the-fly (procedurally).
- when you scroll around in the Galaxy Map, new "pages" of systems are generated
- when you enter a new system, the planets are generated (using a consistent Noise generator)
- when you land on a planet, the initial surface area is generated
- when you walk around the planet, new "areas" of the surface are generated.
It's all down to using unique numbers to "seed" the random number generation. By seeding the RND() function, you will always get a consistently-random output. So, each system, planet, surface tile will always end up with the same seed (number). It's predictable, therefore you don't ever need to store it, just trust that it'll always come out the same.
Check out some linkson Procedural Generation and you'll disappear down the rabbit-hole for this stuff - it's fascinating (though I've only just started to dabble in it myself). Have fun! :D
Not really down to support, really - mostly down to my available time and enthusiasm for the project.
I really don't see base-building as possible in the available scope of this "Jam" game.
However, if you like space base-building in a retro-style, you may wanna play this other PICO-8 game, created by PixelCod: https://www.lexaloffle.com/bbs/?tid=28994
(Though, it seems this is the final version)
Hopefully, yes, enemy ships (if time/cart space allows) will get added at some point, but my priority is more for planet-level AI for now.
The plant material may change. They were added to be directly recognisable from NMS, but I think I'd prefer there to be less variety, and for each to have a specific "refill" purpose (e.g. refill health, oxygen, mining laser, weapon, etc.). Leaving the stuff you mine to be more for trading perhaps. Dunno.
Wonderful visuals, another "Deluxe-demake"! :D
Not played the original, but from the shots I've seen, this looks like a great de-make.
Tough as nails tho, I'm clearly crap at these type of platformers.
You are truly the master of dark, PICO-8 titles, Sir! :D
Good luck in the jam.
This is such a well-polished "demake", it's a "Deluxe-demake"!
Great gameplay and level generation.
One could easily spend HOURS playing this just to master the mechanics.
I however, am crap at this - couldn't even get the idol and live ONCE!
A very impressive entry - good luck in the jam! :D
Amazing pixelart work here, really lovely stuff!
Also great camera work when climbing the tower.
This has a lot of great potential - hope you manage to finish this someday.
Good luck, fellow jammer! :D
Love the gfx style you got here.
Great title font and pixelart.
Music is really nice - can be hard to get nice sounding music in PICO-8.
Great level design (even tho they are the orig ones - still a great de-make representation).
I got stuck about 1/2 way through (first with two "distractors"?), but still had fun!
Good luck, fellow jammer! :D
Thanks, but... you haven't got NMS yet? *shock face* ;o)
Well, while I understand it may not be everyone's cup of tea (or within everyone's budget) - if you liked any of my game, I *strongly* urge you to pick-up a copy (even 2nd-hand if you must), as there is SO MUCH more to explore there... especially since the "NEXT" update.
Thanks a lot. :D
Alas, there is a very real limitation in the PICO-8 platform (which I very much agree with) which means that, alas, I'll never be able to go THAT far with it. However, if things work out - perhaps this game could find new life using a different engine, on different platforms. Time will tell - absolutely no promises.
Thanks a lot! :D
Yeah, the plant resources are kinda pointless in this build (ran out of time).
But the Warp Cells are important if you wanna travel to other systems.
As for the game being beatable, who knows?
(Nah, not really in this build - more of a glorified tech demo in it's current state)
Thanks for playing :D
Alas yes, for now.
I was focusing more on making the procedural system/planet/surface generation, that time got away from me.
You can use any Warp Cells you pickup (and can't really warp without them!)
Hoping to update this in future to allow you to use/trade any resources you collect (+allow mining, etc.)
Anyway, you've already cornered the market on Space Trading! :P
Really loved this game - had to play it 'till I GOT OUT!
The level design is just perfect. Allows you to progress through well-placed powerups and keys. Revisiting old dungeons in a new light.
Congrats again on the release! :D
One of the best platformers out now for the PICO-8.
Congrats on the game, buddy.
It's definitely got a minimalist style (and controls), but also some really great and challenging puzzles and gameplay.
I found myself feeling really chuffed when I completed a couple of hard ones
(tho I must confess, I skipped that "horizontal" one - yikes!)
All in all another great puzzler from you - congrats and all the best with the jam! :D
Wow, this game was quite an experience - very impressive for only 48 hrs work! Congrats! :D
Firstly, you nailed the visuals and music (as your jam result confirms) - the game looks stunning and those synth sounds are so sweet, they hark back to my 80's yoof :o)
This game was MUCH darker than I expected, but again, more credit to you for being able to create such a strong narrative in a) 48 hrs, but also b) with the player in such a short play-time.
=== SPOILERS BELOW !! ===
I loved(?) how you represented the looming pressure/depression with the visuals in the background - very effective. With the ending - I wasn't sure whether the farmer just gave up farming (or on life) at the end, but I guess it doesn't really matter - either way, I think you've created a pretty strong message/feeling here.
Lastly, ...are you ok?*
*Said slightly "tongue-in-cheek", but after seeing content like this, I feel it would be remiss of me if I didn't remind you that I'm only Tweet away if you wanna chat! ;o)
This is great and VERY useful - thanks for creating it! :D
If you're at all looking for feature suggestions - it'd be great if this also allowed you to pick colours and set the transparency option, as this is the bit I tend to get stuck on!
Hey, thanks a lot eNt. Very glad you liked my game! :o)
I've started working on a "full/HD" version of this game, but I've not got very far (hoping to get it finished by the end of the year).
Alas, can't take much credit for the music - that's all "The Prodigy" ;o)
Thanks again! :D
I see you've mapped CTRL to the Eye Dropper tool, but isn't that typically mapped to the ALT key?
(perhaps you already had a binding here, or can't use it for some reason)
P.S. - Are you planning to bring out a Mac version one day? (I know, it's only the first build, but...!) ;o)