Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: zero44 on November 06, 2013, 07:35:26 am

Title: [Axe] Piko Piko
Post by: zero44 on November 06, 2013, 07:35:26 am
Spoiler For Original post:
Hey guys,

Here will I announce my entry for the Omnimaga Contest 2013 - Calculator Gaming Roots :)
The game is named Piko Piko, it's a whack-a-mole game based on the game Tontie (http://www.eyezmaze.com/eyezblog_en/blog/2004/05/tontie_ver1.html), available on Eyezmaze (http://www.eyezmaze.com).
Due to the fact I started it the day before yesterday, It won't be as I wanted exactly : I'll surely have no time to create shop.

The game is playable with numeric keypad, you need to hit moles coming from one of the 9 holes on the ground.
Each new level (only 4 levels nowadays ><) brings a new thing, like spike mole or shy mole.
You'll have 5 game difficulty, from nooooooob to xtrem (3HP).

More things in the readme, maybe this evening I'll add a screenshot.

I use Axe 1.2.1, the game is currently around 4KB, and works quite well with 6MHz.

Hi guys,

Here's the game Piko Piko.
It's a whack-a-mole game based on the game Tontie (http://www.eyezmaze.com/eyezblog_en/blog/2004/05/tontie_ver1.html), available on Eyezmaze (http://www.eyezmaze.com).

The game is playable with numeric keypad, you need to hit moles coming from one of the 9 holes on the ground.
Each new level (currently, only 4 levels ><) brings a new thing, like spike mole or shy mole.
You'll have 5 game difficulty, from nooooooob (no damage) to xtreme (3HP).

I created this game for the Omnimaga Contest 2013 - Calculator Gaming Roots (http://ourl.ca/17050).

Spoiler For features (to do and done):
Ideas and suggestions
Quote from: readme
I'll add features like more mole type, shop and achievements.
.. If I've time this weekend I may code shop. It will include more powerful hammers (should be graphically the same, though) and health recovery, like in the original. [hardcore coding]
I may also edit game over menu, and include a level-choosing box. [possible]

Done
•Added health recovery bonus : if your life isn't full, mole have 25% chance to loot a HP instead of coins
•Added (planned) pause feature : press (0) to enable/disable pause
•Finished what I said I would do : now N00B, HARD & XTREME modes work as expected

Bugfixes (and glitchfixes)
•Exiting a level by presing [clear] unlocks next level as it you finished the level (this bug is available in contest release .__.)
If you get any idea of possible new mole, item, achievement, feature, source code improvements.. Please tell me here !

Attachments : readme.txt (last version) and last screenshot
Title: Re: [Contest 2013][Axe] Piko Piko
Post by: Sorunome on November 06, 2013, 07:39:35 am
lol, better code quick then :P
Also, sounds awesome, good luck!
Title: Re: [Contest 2013][Axe] Piko Piko
Post by: zero44 on November 06, 2013, 09:49:25 am
I'll code quickly.

I need to finish menu, currently I've done game intro but still working on the menu itself.
Will be something pretty.

EDIT: Almost finished menu.

EDIT2 : Menu screenshot !
Title: Re: [Contest 2013][Axe] Piko Piko
Post by: Sorunome on November 06, 2013, 02:36:38 pm
HOLY, that is some epic menu O.O
Title: Re: [Contest 2013][Axe] Piko Piko
Post by: Hayleia on November 06, 2013, 02:38:46 pm
Haha ! Indeed that is quite beautiful.
May I just ask what it would give if the upper part (like first tier) was inverted ?
Title: Re: [Contest 2013][Axe] Piko Piko
Post by: Keoni29 on November 06, 2013, 02:42:21 pm
Just played the flash game. It's a neat idea. I have never seen it before.
Title: Re: [Contest 2013][Axe] Piko Piko
Post by: zero44 on November 06, 2013, 02:58:48 pm
Hayleia, your opinion about it ?

It sounds me nice.
Title: Re: [Contest 2013][Axe] Piko Piko
Post by: Hayleia on November 06, 2013, 03:01:09 pm
Perfect.
You don't even need to have a game behind it, I could look at that menu for hours anyway.
Title: Re: [Contest 2013][Axe] Piko Piko
Post by: zero44 on November 06, 2013, 03:03:48 pm
If only the menu is already addictive..

The infos should be wonderful.

EDIT : GOT IT !!
Look at my prog, my prog is amazing ♪

Now I shall finish linking menu and game.
Title: Re: [Contest 2013][Axe] Piko Piko
Post by: Sorunome on November 06, 2013, 03:52:48 pm
That is looking awesome, nice and smooth graphics! :D
(also, is it just me or did you make a new topic ??? )
Title: Re: [Contest 2013][Axe] Piko Piko
Post by: zero44 on November 06, 2013, 04:05:18 pm
I made only one topic.. This one. I edited to add menu3.gif

I join the readme so you can know a little more about the game :)
Title: Re: [Contest 2013][Axe] Piko Piko
Post by: Sorunome on November 06, 2013, 04:07:00 pm
wait, SMF was bugging around and didn't show any earlier posts than the most recent screenie thus i thought you made a new topic O.O
Title: Re: [Contest 2013][Axe] Piko Piko
Post by: zero44 on November 06, 2013, 04:26:05 pm
Just to know what you think about it, here's a screenshot of a full 'gameplay'. Please leave a comment :)

End-game screen will come later.
Title: Re: [Contest 2013][Axe] Piko Piko
Post by: Sorunome on November 06, 2013, 04:27:23 pm
looking nice! :D
Title: Re: [Contest 2013][Axe] Piko Piko
Post by: zero44 on November 06, 2013, 05:55:39 pm
Finished. Added options menu, menu-to-game link, and game over.

Due to an update, it's possible that final version won't be evaluated.
I hope judges will evaluate the last update.

EDIT:
Quote from: readme
I'll add features like more mole type, shop and achievements.
.. If I've time this weekend I may code shop. It will include more powerful hammers (should be graphically the same, though) and health recovery, like in the original. [hardcore coding]
I may also edit game over menu, and include a level-choosing box. [possible]
What also miss from original game is mole loot sometimes being HP. [easy peasy]
Concerning achievements.. I'll see.

So, what I want now is.. Ideas! And suggestions. And comments.

If you get any idea of possible new mole, item, achievement, feature, source code improvements.. Please tell me here !

PS: Congratulations to Sorunome ! You made a good job. And I watched 'For a Muffin' :3

PPS: Fully full gameplay screenshot will come in the next hours. For you, surely around 4PM
Title: Re: [Axe] Piko Piko
Post by: DJ Omnimaga on December 11, 2013, 12:41:18 am
Good job on this. :) I like the difficulty levels and enemy variety :D
Title: Re: [Axe] Piko Piko
Post by: chickendude on December 11, 2013, 01:00:27 am
Wow, i love the menu!
Title: Re: [Axe] Piko Piko
Post by: Keoni29 on December 11, 2013, 02:35:49 am
I don't seem to be able to get past level 4. Is that because you need points to advance or something else?
Title: Re: [Axe] Piko Piko
Post by: zero44 on December 11, 2013, 09:16:14 am
.. It's because there is nothing behind level 4, so if I didn't add this barrier you would have fallen into the deep and dark black hole I put viciously in the source code.

In fact, there's a GAME OVER when you lose, but not when you won, so.. You may want to repeat playing level 4 as long as I don't add levels :)

(pliz give ideas for new moles to add at each level, and a bit data about them.)