fletchmakes / speedcat Goto Github PK
View Code? Open in Web Editor NEWA small 2d platformer written in PICO-8 about collecting coins quickly!
License: MIT License
A small 2d platformer written in PICO-8 about collecting coins quickly!
License: MIT License
somehow (VERY lenient) coyote timing is a thing in speedcat. research and disable (gif in the Discord, #general)
Found by: alpha-tester (codename H)
I took a stab at this for a while. It's quite tricky. The moving platform bit is easy; handling collisions is a different story altogether.
Postponing and creating an issue to re-visit later.
Gives the player a few extra moments to course-adjust when switching rooms.
When a user collects the 32nd coin, the game should immediately stop; stopping the timer and displaying it in the center of the screen, as well as some celebratory text to award the user on their accomplishment
PICO-8 has baked-in controller support, but it'd be nice if we can re-bind the controller for a more natural feel.
(Xbox, PSX, Switch)
A
/ X
/ A
= jump & confirm menus
left stick horizontal = movement
suggested by: alpha-tester (codename C)
Currently spikes are coded at h=8 (full tile). Consider dropping this down to 7 to avoid collision detection. May need to re-write the spike collision logic entirely to rotate the height value based on block rotation (i.e. if h=7, all spikes will have the top row of pixels as "safe", even if they are sideways or upside-down).
Found by: alpha-tester (codename H)
Make the repo's readme useful and helpful for lone wanderers that may stumble across this repository
Issue: Translated coin can end up in unreachable location.
How to recreate:
A coin's bobbing period is ~500ms and directly dependent on the ingame timer.
To make it raise/lower, reenter the room offset by half a period (for example, 250-500ms or 750-1000ms after leaving). Depending on whether it was raised/lowered when leaving, it will be raised/lowered more than before.
4 rows, 5 columns. Reducing the scope of this project will help me complete this game sooner, while (hopefully) not sacrificing "fun" due to a shorter length of game.
The coin is currently unattainable if the player hops off the ledge before grabbing it. This makes it impossible to win. The coin should be able to be snagged at any given state of the game.
Found by: alpha-tester (codename H)
Makes the game feel more alive and nice
Create the webhook
Less icy feet please!
Found by: alpha-tester (codename H)
Some rooms are complete. They all should be finished for 1.0 release.
After some feedback on the Discord server, may be appropriate to adjust the opportunity cost for missing the coin in room 25. This makes the player re-attempt the 17 > 25 > 26 > 18 loop again. Since 26 is a non-trivial level, it can be quite frustrating to have to do it twice (or more). Consider saving 26's difficulty for a dead-end room, and instead, make 26 significantly easier to reduce the cost of making a mistake.
ADDED: Room 26's current layout would work well for Room 27; mirrored.
Originally posted by @david-fletcher in #18 (comment)
Ensure that the collision object list is ordered by objects that we would physically intersect first given our current velocity
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