Dimension Shift

Mugi

Member
i already mentioned it in the PM but our collision engine is not really compatible with the standard nesmaker stuff anymore, it has undergone some changes related to the 4 directional scrolling and whatnot
but it has a pile of issues present that are making it less than ideal to work with, there are problems with screen edges because of the y-scrolling that is completely unaccounted for in the default engine since it doesnt have
vertical scrolling capabilities, and in addition to that, we have already changed the way the screens are being loaded to make the scrolling much faster and more efficient, which also causes some anomalies in the way the collision tables work.

long story short, the whole thing needs a rewrite :p
 

dale_coop

Moderator
Staff member
How the game is going, Mugi?
Have you made progress on that huge boss? (can't wait to see a video about him ;))
 

Mugi

Member
the boss is just a graphic at the moment, I've been putting more effort into level design for now.
currently the cavern is ready, and the temple is missing a couple screens from being ready.

we took a little break from engine work and we'll get back to that starting tomorrow. First thing on the list is to fix the collision engine (invisible walls etc)
I wont work on the bosses and whatnot until we're a bit further with the game (monsters etc.) so it'll have to wait for a while longer :p
 

Mugi

Member
i'll try and keep posting whenever there's anything worth posting but it's been rather quiet for a while as we focused on other things for a moment.
I know it's boring that it's moving on so slow but it's not really within unreasonable times so far. From what i've seen a lot of the existing (non-nesmaker) homebrews have taken years to get from start to finish and
im sort of comparing my own development time to that sort of timeframes seeing that all the shortcuts nesmaker gives for a game development have already been diminished from this project :p
for something that's been on the works for around one year now, and considering that i started from absolute zero asm knowledge, i'd say its still going along as expected.

(i did state somewhere on my first forum posts that i do plan to take my time perfecting this :p)
 

red moon

Member
I've been slowly going back and reading from the initial posts and what you have created is most impressive in a years time working on and off. I look forward to more updates and seeing how things evolve. With all the work that you have done to the engine, it must have taken a great deal of time.
 

Mugi

Member
well, i think the thread speaks for itself really.

In the time some people have created entire games or even multiple games, we're still pretty much at the tinkering stages of things, and while the development has been on and off, it has 95% been engine work
and actual gameplay elements are for the most part at design stage at the moment.

The graphics work is progressing pretty smoothly, but there's still tons to do on that side too.
the scroll really took some long sessions of coding and design to get done, and im not even gonna start with the whole parallax / scanline counter code....

it'll be nice to see what people think of it once it's being displayed at PRGE, even though it's just an engine demo at this point, since there's pretty much no chance that we'll get the entity system working in time for that.
 

red moon

Member
Its interesting in that regard, from what I have seen there are many creative designers here who build smaller controlled proof of concepts, which allows them to act on an idea and see it through in a period a few months. Moving into a full length title demands a great deal of stamina, long term planning and the need to redo game art and mechanics many times over! It's impressive to stick with an project over a long period of time period. I wish I was on the west coast, I would love to see it live at PRGE!
Good luck, I am sure you will get a warm welcome.
 

Bucket Mouse

Active member
Mugi said:
it'll be nice to see what people think of it once it's being displayed at PRGE, even though it's just an engine demo at this point, since there's pretty much no chance that we'll get the entity system working in time for that.

I was there, and Joe would display the parallax scene every time he wanted to really impress people. He saved it for the final minutes of his panel at the con, emphasizing that the tool currently couldn't do it, but that people could use the tool as a springboard to accomplish things like it eventually. Most were impressed, though there was that one snickering voice from the back commenting that it wasn't true parallax because the leaves weren't overlapping the background. Everyone else liked it though!
 

dale_coop

Moderator
Staff member
Bucket Mouse said:
there was that one snickering voice from the back commenting that it wasn't true parallax because the leaves weren't overlapping the background.

LOL, there is always "that" dude from the back ... criticizing ;)
 

Mugi

Member
Bucket Mouse said:
I was there, and Joe would display the parallax scene every time he wanted to really impress people. He saved it for the final minutes of his panel at the con, emphasizing that the tool currently couldn't do it, but that people could use the tool as a springboard to accomplish things like it eventually. Most were impressed, though there was that one snickering voice from the back commenting that it wasn't true parallax because the leaves weren't overlapping the background. Everyone else liked it though!

that's pretty neat. Is there videos or something from the nesmaker stuff from PRGE anywhere i could watch ? it's really pissing me off that all this cool stuff only happens in america so I can never be there lol :p

as for "real" parallax, that is possible in very limited quantities, the technique involves tile shifting based on scroll values to replace tiles in the chr based on the screens movement, but this technique requires stupid amounts of dublicate tiles
to be drawn for it to smoothly scroll, and it also requires a cartridge with CHR-ROM, or a cartridge with stupid amounts of CHR-RAM banks. Mapper 30 has 4 ram banks so the animation would move in increments of 2 pixels per tile and it would look
choppy at best (not to mention the even more monumental waste of dublicate tiles than with CHR-ROM.)
There are examples of this being done but it's simply not feasible with a mapper 30 cart.
 

Raftronaut

Member
Lol,
Start your own retro gaming convention!

Seriously though, PRGE only started in 2006, now it is this massive expo. I doubt it started as a huge production, likely 10-20 friends that wanted to show off their collections and projects, word spreads quickly.

I've only been to one expo and it was here in my hometown, travelling to PRGE would still be a big expense for your average American to travel to depending on where you are in the country. That being said, I may try to travel there next year as it really is the best convention specifically for the stuff i'm into. Old consoles and arcade.

Congrats on DS being used for a highlight!
 

Mugi

Member
Okay invisible walls and falling through floors is now gone and the collision engine is finally actually doing what it's supposed to,
that's one thing off the list :)

time to make a 3rd stage ^^;
 

Mugi

Member
o hai bois, we added EQ to sound test :p
why? because why not :)

game_107.png

here's a video too, because why not.

https://youtu.be/JvrhINGO0NA
 
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