Pecky Egg (2D platformer)
- tperry2x
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Pecky Egg (2D platformer)
Well, I hope this proves useful to someone. It will be a tribute to Chucky Egg, where you have a rotund farmer collecting eggs while avoiding chickens.
Here's the start of it anyway, a character controller.
Cool, I love 2D platformers and old-school arcade style games.
Here's the start of it anyway, a character controller.
Cool, I love 2D platformers and old-school arcade style games.
- tperry2x
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- richmond62
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Re: Pecky Egg (2D platformer)
Hacked!
As it is Lent at the moment: no mushrooms.
Seriously: busy elsewhere type of weekend: mushrooms and snails are on their way.
As it is Lent at the moment: no mushrooms.

Seriously: busy elsewhere type of weekend: mushrooms and snails are on their way.

https://richmondmathewson.owlstown.net/
- tperry2x
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Re: Pecky Egg (2D platformer)
Haha, more likely someone clicked 'edit' rather than quote or reply

No problem, no rush. We can't rush snails and mushrooms - they will happen when they are ready.richmond62 wrote: ↑Tue Feb 25, 2025 1:37 pm As it is Lent at the moment: no mushrooms.![]()
Seriously: busy elsewhere type of weekend: mushrooms and snails are on their way.![]()
I left your snail topic in place, as I suspect that will be more educational, and mine here as it will merely be a series of example stacks.
- tperry2x
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Re: Pecky Egg (2D platformer)
Revised version:
Now includes a large, malevolent, orange chicken*
*any resemblance to persons living or dead is purely coincidental- tperry2x
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Re: Pecky Egg (2D platformer)
You now have an egg to collect, a game over screen, a lives tracker, a level tracker, and day/night mode background colour changing depending on when you play it.
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- pecky-egg-v7.oxtstack
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- tperry2x
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Re: Pecky Egg (2D platformer)
Version 8,
Made it a bit more interesting with girders you can't walk through - meaning like it or not, you have to have a confrontation with the big, slow, orange chicken at some point.
Once you collect the egg, (or all the eggs) the exit will open, which you have to reach to progress to the next level. In the next version, there will be customised multi-levels (and maybe even a level editor).
Made it a bit more interesting with girders you can't walk through - meaning like it or not, you have to have a confrontation with the big, slow, orange chicken at some point.
Once you collect the egg, (or all the eggs) the exit will open, which you have to reach to progress to the next level. In the next version, there will be customised multi-levels (and maybe even a level editor).
- tperry2x
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Re: Pecky Egg (2D platformer)
version 10:
As promised, now has multiple levels (okay, 3 so far
), and will include a level edit mode in future.
(what happened to version 9?: I changed a lot and added 3 levels) - I was testing in version 9 and had made things a bit messy.
Oh, and in case anyone was wondering - yes, the exit 'door' is a nod towards the 'phone booth' from Bill and Ted.
As promised, now has multiple levels (okay, 3 so far

Oh, and in case anyone was wondering - yes, the exit 'door' is a nod towards the 'phone booth' from Bill and Ted.
- tperry2x
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Re: Pecky Egg (2D platformer)
Final version - version 11 available here:
here, if you prefer (with a playthrough demo too), all the images, the 9 levels and all the stack edit history.
Or - OpenXTalkPaul
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Re: Pecky Egg (2D platformer)
Cool little demo, thanks for sharing.
Now the critique...
The character sprite moves in a rather clunky way, key-control 'chords' and diagonal movement would help.
If I had the time I'd like to take a crack at getting smooth-movement from it.
Also, putting the stack into full screen mode, the macOS menuBar for the IDE gets in the way of the custom in-stack-menu, 'hide menubar' takes care of that easy enough.
Game-wise it reminds me a bit like the old puzzle-platformer game Solomon's Key which is cool, it was a favorite at our hang-out place when I was a teenager, never got past level 49 though, we left the console on for weeks on end because there was no game saving on NES, ah the good ol' days, lol.
Now of course I can play it on my phone (with rewind cheat!), holds up well, it's still a fun game.
Now the critique...
The character sprite moves in a rather clunky way, key-control 'chords' and diagonal movement would help.
If I had the time I'd like to take a crack at getting smooth-movement from it.
Also, putting the stack into full screen mode, the macOS menuBar for the IDE gets in the way of the custom in-stack-menu, 'hide menubar' takes care of that easy enough.
Game-wise it reminds me a bit like the old puzzle-platformer game Solomon's Key which is cool, it was a favorite at our hang-out place when I was a teenager, never got past level 49 though, we left the console on for weeks on end because there was no game saving on NES, ah the good ol' days, lol.

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