As of today, levels can now contain colored keys and doors. It only adds a small element to the level, which requires tiny planning in the route to take in later levels.
Continue reading “Open Sesame!”
This week I managed to make some more progress on my little 8-bit(ish) game Jumpman.
The following updates and fixes were realised:
- Added elevator platforms travelling at different speeds
- In-game music is added and plays during the game
- Better soundeffect when the exit opens
- Diamonds are now randomly colored
- Fix: when the player made a death-jump and hit an enemy, the player died twice
The wishlist for Jumpman isn’t dried up yet. More things to add:
- Make colored keys able to be picked up by player
- color coded doors need animation and be tied to respective colored key
- add a game-over screen
- add hiscore table with autosave option built in
- timer for each level, creating the possibility of time-runs (maybe as gamemode?)
- Fix: Push the player away from walls when on elevator
Continue reading “Progress on Jumpman game”
I love to code in Pico-8. The given constraints to work in and overall aestetics of Pico-8 are very enjoyable to me. While using Pico-8, I’m also on a continual quest to have the most appropriate workstation for it.
I still have an old EEE-PC 901 laying around. This old tiny laptop still works and is a perfect candidate to use as my main Pico-8 development platform.
My goal is to have Sparky Linux installed on it and use some clouddrive for shared workspace to store my carts on. Hopefully I have that little netbook up and running today!
This Work In Progress will expand to a larger ‘temple’ complex. Rendered with Magicavoxel.
I first made pixelman in Magicavoxel, then maxed out the pixelresolution. Now I could make separate limbs to rig with a skeleton.
The result? Pixelman walks around in Unity now, like a boss!
Continue reading “Pixelman is rigged!”