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As someone who has completed a full platform game in Pico 8 (Alex Kidd!) https://www.lexaloffle.com/bbs/?pid=46037&tid=30218 I can assure you - there is no way Golden Axe could be constructed in Pico 8 at this level of detail, there just is no graphical tile space for it, no matter how creative you get, let alone the levels.
Now, a super low res demake with each character at 8x8, might be feasible.
But this version of Golden Axe as you've presented it would easily be possible in www.love2d.org, which has no such restrictions and very similar presentation to Pico 8 with it's retro 2D focus, and ability to easily do low res games filled to any screen size, and use MOD files for its music.
I think it's cool to take Pico 8's resolution and colour pallete and make games like that in other systems like Love2D, it's a very cute restriction.
@-mitch-ch Sure thing. Open an 64x64 canvas and try to make a full game on it. Then try the same with 32x32 and then go back to 64x64.
Thanks!
Yes, 0.14 will have image importing and compression, don't fret :)
Sure thing, sorry about that. I can't find a delete option, but I can edit it and erase all content. I Really only uploaded it so I could link it in the comments here. Compression sounds like a much-needed feature, had not heard about that yet, and was tempted to implement my own. Thanks for the tip!
Oh.. Enno would you mind removing the cart from the forum please? I've been waiting for Pico ver 0.14 so that I can make it into a music cart. Ver 0.14 has Zep's compression and image import features.
So I'd prefer if the cart with my art wasn't under your name. Thanks for the attribution! Please ask for permission next time.
I haven't animated anything, but if I do I want to do it properly instead of just gliding a sprite around
I don't have photoshop, just inadequate image viewers (irfanview, paint) that I used to build my own JASC PAL file in notepad. I may have made a mistake when I did that. either way, I managed to fix my issues with the screenshot and build a little demo cart that so far only shows the title screen. I needed some existing art with the correct palette to test my tools.
I'll investigate the correct palette again, and play around with these screens some more. Did you ever animate any of them? Making the dragon flame go across the screen like it does in the game would be cool.
Hi enno, thanks! The gray background is an irrelevant gray color, it's not in the pico-8 palette at all, it's just there because I uploaded to twitter as well, and twitter is too white. I probably forgot to remove it for PJ.
My purple is fine according to photoshop. http://puu.sh/lIenr/36c99a66d7.png
What are you using to check?
I love this piece, spent a lot of time playing this game in the arcade when I was a kid, and a pico-8 port would be amazing (and way too much work, obviously). Regarding the palette, though: The gray background and the purple bar under the "select player" text seem like deviations from the pico-8 colors? As far as I can tell, yours are (138,138,138) and (114,57,81) but the console's colors are (95, 87, 79) and (126,37,83) respectively?
I think this might be my favourite piece on this site. I've been sneaking a look at it every day since I saw it. It helps that I'm a massive Golden Axe fan but you've packed so much character into such small sprites. Love the wonky expression on the skull. Reminds me a lot of all those super deformed versions of SNK games on the Neo-Geo Pocket but honestly I think it's even better than those.
Also you introduced me to the PICO-8, which is fantastic.
Good work!
what? just make the game for mobile devices with these graphic, people will love it
A demake in this style would be absolutely great! Come on, dooo it... hehe :)
This is great! My favourite parts are the portraits and the map.
Well done.
Theoden that's true, but limitations are cool, aren't they?
I code in Construct 2, which is more than adequate for a goldenaxe demake, but pico8 is just magical somehow. I don't know!
I see, but why limit yourself with PICO-8 specs? I don't know your programming background but this could always be done in C++ (SDL/SFML) or C# (XNA/Mono).
Cheers!
Looks like you could really play it at this scale. I love it.
thank you, Theoden. It 's too much for the capabilities of the PICO-8, so no, i won't even try to code it
You did an amazing job with the track. Goosebump inducing!
Are you going to release this as a game eventually?
Thanks for the kind words everyone.
@Sohei: that was my motivation. I was overwhelmed by nostalgia, I first played it on a CGA machine...
@king_bobston: thank you <3 All it takes is to forget about AA and single pixels, and focus on good pixel clusters.
@Rikokun: thank you <3
@ZudZement and @omn: Thank you! Pico-8 actually doesn't have enouh gfx space for this game. But the developer is doing some tests with compression, which sound promising.
@Erico: what a kind comment :)
@Fusionnist: thank you ^_^ Replying is super pleasant! It's always incredible when people take the time to post something :)
@Theoden: thank you! I tracked one of the songs from the original Golden Axe in Pico-8, if you want a listen https://www.youtube.com/watch?v=7o2mfvxIEa8
Holy Terra.
My favorite beat 'em up.
I can officially hear the midi soundtrack playing in the background.
The chars, the backgrounds, that "go" sign and that "chicken legs".
Plus that skelly at the selection screen. You even put the map in there.
This piece is in my top ten pixel art of all time list now.
This is excellent through and through, captures the original arcade game perfectly but in such a small and cute form, love it...
Awesome! One of my favourite beat 'em up games. You managed to keep the atmosphere in this. Would be interesting to play this version. Cheers!
Nostalgia. I almost can hear those crude character selection sounds.
that's just plain untrue. My coder reads tiles from memory, plus compression. Take it up with him, he's @enargy on twitter