PewkoGames
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Okay
So I'm working on an arcade game (using the adventure module) titled "Medal of Gustave" revolving around Gustave the crocodile (an actual crocodile that exsists that won't stop killing people. Google it i'm not joking) eating as many egyptian pharoahs as he can while avoiding Kaiser Wilhelm...who for some reason is in Egypt.
The object of the game: You control the crocodile. In the play area there are Pyramids that randomly spawn Pharoahs. The pharoahs don't hurt you,and die with one hit. you have to kill a set number of pharoahs to spawn mega pharoah, who when you kill him, triggers Gustave to turn into a giant pacman style head that can destroy the pyramids. destroy all the pyramids to go to the next level. Kaiser Wilhelm cannot be killed. He roams around the area, and its instand death when he's touched. He also randomly fires a projectile.
Heres what I have thus far:
So I got gustuve moving and when you press B he chomps.
Kaiser Wilhelm moves around and when you touch him he Damages gustave.
Problems:
So Kaiser willhelm moves around but he is not firing the projectile even though I think I set it right. I followed the adventure tutorial, under the shooting statue segment.
Questions:
Is it possible to make a monster spawning area? That spawns infinate monsters. Like the oil kegs in Donkey Kong Country.
The monsters in the spawn pyramids do not hurt you. Is that possible to do? I'm sure it is I just have no idea how to do that. Also of note, I can't figure out how to make a monster death animation. In the tutorial, you kill a monster and it dissapears. When you kill a pharoah monster I want there to be a dead pharoah sprite for a second and then it disappears. That wasn't covered in the tutorial.
Is it possible to have the spawn area destrctable after a power up has been achived. My goal was to have the spawn pyramids be able to be destroyed once you kill the mega pharoah. I had the idea of having gustave transform into a giant pacmman like head to chomp the pyramids up. I have a plan B in which mega pharoah drops a Bazooka and you can fire a projectile at them instead. Both options you have a limited amount of time to use it. In the Hud some kind of meeter could be used. or timer.
Speaking of the Hud:
I want to have a kill system, where when you kill a pharoah, a skull appears in a row of lets say 5(I need to figure out a good number thats just a placeholder). 5 empty skulls and each one fills once the pharoah is dead.
I'm assuming that is possible too, But there is probably specific way of doing that.
This is a score based game so obviously there needs to be a score counter. Since that wasn't covered in the adventure tutorial maybe that could be covered in a future video.
Also is it possible to record "High Scores" in NESmaker? After gameover you can enter initials and have a list of high scores on the title screen?
Another thing is, with levels, each level is one screen. Once you beat the level it goes to a different screen. Is that possible to do in the adventure module? right now, I have a border of solid tiles around the walkable area. now ideally I'd like to have the screen without them since it gives more room, but I'm not sure how to have the player be confined to one screen without solid tile borders.
Let me know if anyone can help/give some pointers. I may be new to the software but I'm learning REALLY quick.
Thanks!
So I'm working on an arcade game (using the adventure module) titled "Medal of Gustave" revolving around Gustave the crocodile (an actual crocodile that exsists that won't stop killing people. Google it i'm not joking) eating as many egyptian pharoahs as he can while avoiding Kaiser Wilhelm...who for some reason is in Egypt.
The object of the game: You control the crocodile. In the play area there are Pyramids that randomly spawn Pharoahs. The pharoahs don't hurt you,and die with one hit. you have to kill a set number of pharoahs to spawn mega pharoah, who when you kill him, triggers Gustave to turn into a giant pacman style head that can destroy the pyramids. destroy all the pyramids to go to the next level. Kaiser Wilhelm cannot be killed. He roams around the area, and its instand death when he's touched. He also randomly fires a projectile.
Heres what I have thus far:
So I got gustuve moving and when you press B he chomps.
Kaiser Wilhelm moves around and when you touch him he Damages gustave.
Problems:
So Kaiser willhelm moves around but he is not firing the projectile even though I think I set it right. I followed the adventure tutorial, under the shooting statue segment.
Questions:
Is it possible to make a monster spawning area? That spawns infinate monsters. Like the oil kegs in Donkey Kong Country.
The monsters in the spawn pyramids do not hurt you. Is that possible to do? I'm sure it is I just have no idea how to do that. Also of note, I can't figure out how to make a monster death animation. In the tutorial, you kill a monster and it dissapears. When you kill a pharoah monster I want there to be a dead pharoah sprite for a second and then it disappears. That wasn't covered in the tutorial.
Is it possible to have the spawn area destrctable after a power up has been achived. My goal was to have the spawn pyramids be able to be destroyed once you kill the mega pharoah. I had the idea of having gustave transform into a giant pacmman like head to chomp the pyramids up. I have a plan B in which mega pharoah drops a Bazooka and you can fire a projectile at them instead. Both options you have a limited amount of time to use it. In the Hud some kind of meeter could be used. or timer.
Speaking of the Hud:
I want to have a kill system, where when you kill a pharoah, a skull appears in a row of lets say 5(I need to figure out a good number thats just a placeholder). 5 empty skulls and each one fills once the pharoah is dead.
I'm assuming that is possible too, But there is probably specific way of doing that.
This is a score based game so obviously there needs to be a score counter. Since that wasn't covered in the adventure tutorial maybe that could be covered in a future video.
Also is it possible to record "High Scores" in NESmaker? After gameover you can enter initials and have a list of high scores on the title screen?
Another thing is, with levels, each level is one screen. Once you beat the level it goes to a different screen. Is that possible to do in the adventure module? right now, I have a border of solid tiles around the walkable area. now ideally I'd like to have the screen without them since it gives more room, but I'm not sure how to have the player be confined to one screen without solid tile borders.
Let me know if anyone can help/give some pointers. I may be new to the software but I'm learning REALLY quick.
Thanks!