Curse of Kildren is a PICO-8 game by gfcarstensen. It’s a Zelda like adventure. Defeat the wizard Kildren and release the kingdom from his wintery curse. Features an Overworld and 6 dungeons to explore. Includes 6 bosses, and many different enemies, weapons and items.
Changes:
* Made shield block standard glowing bullets (does not block fireballs)
* Changed static trap that shoots in 4 discrete directions to use fireball (so can’t block) – the trap that targets you still uses the standard bullet
* Made you start the game after death assuming you have found some heart containers with 3 hearts, not 2.
Sheep Puzzle is a PICO-8 game by Brad Smith aka rainwarrior. This is a sliding block puzzle. The object is to get the green 2×2 sheep block from the top left to the bottom right.
In this episode, we test a few more ideas out to see if I can make my asset loading code work efficiently enough on the NES. After reaching my conclusion, I modified the asset tool to support swapping colors in the palette for the transparent color and saving the sprite changes back to disk. Next time, we’ll start working on tile mapping and loading the game backgrounds into the nametable. This will mean we have to start looking at palettes more seriously, too.
Updated the test build to v1.095 added combo meter, increasing fire rate, extra bombs which use meter, wiimote rumble, messed with the colours, intro slideshow cards
I’ve uploaded a new demo for the Alfonzo game, now titled “Alfonzo’s Arctic Adventure”. This demo contains the same first world and melee mode as the previous demo, but with the updated features that will be available in the full version of the game, including cut scenes, a world map, and secret exits. Personally, I believe it is much more polished and professional looking. Give it a try and see for yourself!
Curse of Kildren is a PICO-8 game by gfcarstensen. It’s a Zelda like adventure. Defeat the wizard Kildren and release the kingdom from his wintery curse. Features an Overworld and 6 dungeons to explore. Includes 6 bosses, and many different enemies, weapons and items.
So, over the weekend I decided I wanted to try and change the sprite drawing code to load data about the sprites to populate them vs just generating the assembly to do it. This seems to have been a mistake and I struggled through getting it barely working with huge negative impact to performance… hopefully we can fix it next time (or we’ll just revert our changes back and go with the original method). Thanks to those who stuck it out for this extra long stream.