Dimension Shift

Mugi

Member
i dont have them, but i could. I left it not implemented for now since the idea is to get the scroll working so i dont have screen to screen transitions anymore.
as for adding them, it's just a matter of slapping the fade initialize into handlescreenloads.
 

Mugi

Member
not much out of this lately since i've been busy in my cavern trying to get my compo entry done.
Im now down to the point where i need to code my boss AI and create a graphic for the "boss warp" platform and im done with my compo entry.
I have aplethora of things planned for this game that wont be in the compo entry, and quite frankly, im not satisfied with the representation at all, but it is what it is.

here's a map of the "demo" stage for those interested of such things (changes pending depending on if i get 2-way scroll implemented or not in time.)

https://dev9.blacklabel-translations.com/scrn/dd/Temple_map_full.png
 

dale_coop

Moderator
Staff member
Looks pretty nice! Can't wait to play with it :)
Thanks again for sharing, Mugi. Love your game.
 

drexegar

Member
Mugi said:
not much out of this lately since i've been busy in my cavern trying to get my compo entry done.
Im now down to the point where i need to code my boss AI and create a graphic for the "boss warp" platform and im done with my compo entry.
I have aplethora of things planned for this game that wont be in the compo entry, and quite frankly, im not satisfied with the representation at all, but it is what it is.

here's a map of the "demo" stage for those interested of such things (changes pending depending on if i get 2-way scroll implemented or not in time.)

https://dev9.blacklabel-translations.com/scrn/dd/Temple_map_full.png

I can safetly say inducing myself, that we are all in the same boat. mugi, your map looks great!

I'm looking to start over from scratch because all my child like code was thrown into monster AI, when i'm sure I could throw it somewhere else and let it run.
Also... I just learn this whole time the last 3 weeks I was using TURBO buttons on mesen and thought nesmaker was buggy with button presses...
 

Mugi

Member
im still kinda on the edge on whether or not im even going to submit my game or not to be honest.
im making a game here, not a compo entry, and while i could submit what i have already, whats the point if it doesnt really represent what the game will be like when finished.

like, im not sure i can get my boss working in time, and while i could half-ass it, it serves no good to demonstrate it in a state that doesnt indicate how it will be at all.
that goes for the engine too, the stage is "okay" as it is, but it went through some rough modifications that just had to be cut because moving left is completely unusable atm. either that or no scroll at all which is not exactly what im planning.

this game is nowhere near of being presentable really.

for those curious, currently the list of planned and/or half coded features that will be missing from the compo entry is huge, including, but not limited to:

1) powerups (charge attack is coded, animated sprite weapons of any size are coded.)
2) interconnected stages
3) modifyable stage warp locations (unlock a point you found from the world to set stage warp there)


the idea for this game will be that you will start from the forest stage, and you will never have to use the warp room if you dont wish to (i might make pressing select warp you there.)
the world will be somewhat large and consists of different sets of places, like the temple stage that the demo will have, and the warp crystals are basically checkpoints that you can "save" and use to move around the world without backtracking.
each "stage" will have a boss warp in it and the idea is to get all the bosses cleared in whatever order you want. Im not really sure yet if i want to make bosses unlock powerups or just hide them into the world (maybe both)

i might also look into adding a couple more playerobject CHR's and make the sprite bank swappable too in order to make alternate "costumes" for the protagonist depending on powerups used. (think megaman but new sprites instead of new colors.)

sounds alike a lot, but pretty much all of it i've already done to an extend or know exactly how im gonna do it, so it's just a matter of getting more or the world done and getting to implement things than fighting around figuring out how
to actually code it.

there's just no time :p

also, the game currently does have a story of sorts, but none of it is implemented and it will be completely omitted from the compo entry rom. i simply have no time to get it done.
 

dale_coop

Moderator
Staff member
Understand that point of view. 1 month is not enough to make a game...
But I am still hoping to see a demo of your game for the competition ;)
 

Mugi

Member
i will propably submit it as an early engine/mechanics demo i guess.
that's basically all it is at this point. But yeah, i didnt really develop this with getting everything and mom done for the compo so it's propably gonna be pretty tame compared to what some other people have demonstrated so far,
wouldn't keep my hopes up for it doing well at all :p
 

drexegar

Member
Mugi said:
im still kinda on the edge on whether or not im even going to submit my game or not to be honest.
im making a game here, not a compo entry, and while i could submit what i have already, whats the point if it doesnt really represent what the game will be like when finished.

Its a demo competition, and certainly not the first one. NES demo comps has been around forever (due to how incredibly long it takes from programming from scratch.) what bothers the fuck out of me though, is that a lot of games used similar engines (did some guy made a 2d template for nes???) There is some crazy shit going on.

- You got the regular games with sub par graphics, but that probably took so much work to get done anyway but there eh.
- You got the 2d adventures games with high quality graphics and where the main character looks really great in cutscenes, but look way questionably different in actual gameplay (but the game is good)
- Then you got the games that push the engine to the limit, crazy music, crazy graphics, crazy parallax scrolling, but the gameplay is so fucking simple and mediocre WTF??????

The nes world needs us! The nes world understands that nes is hard work and will not expect you to get your whole game done in a month, so many people have no choice but to show unfinished works because it probaly took them months to years to get the engine up, and yet people, still get fucking hype!

So just release what you have, set up your blogs, start jumping on nesdev and keep moving foward, look what nesmaker has done for us! Look what it going to do to the retro gaming community!

The hardcore nes devs have no time to try nesmaker yet because they are to busy working on their games, (they also complain about a free demo lol).

The Byte-off is great time to introduce us, the new nes heroes. Take advantage of this moment. Our demos will give the players a lot of hope.
 

Mugi

Member
yeah, i know the point isnt to get a full thing out in this timeframe, but it's also a matter of developer pride in my part.
the game is not representing what i can do, or what i will do, it's just a cluttered mess of what i started doing,
and it has to be kept in mind that you'll be judged based on what you present here, not what you're planning to have some months from now.

that said, it's not really THAT big of a deal at the end of the day, but it does bum me out inside to throw out there something which is still full of engine issues (im not taking all the blame from this!) and features in general.
i dont know how much people spend on their projects on a daily basis, but my time is rather limited with what i can effectively work this on to begin with.

for your reference of things that some games might or might not have, mine in particular has mostly been engine development so i guess it falls onto the "omgparallaxscrolling but no gameplay" part :p
i just didnt want to start making gameplay before i had an engine to develop gameplay for, and now we stand 8 days away from the dead line, and to be honest with you, while my engine is finally starting to work, the gameplay isn't up there.
my monsters are repetitive, boring and the game at it's current state is more of a running simulator than a platformer :p (also, BUGS!)
 

dale_coop

Moderator
Staff member
Mugi, i am in the same situation... I have no free time (I spend 1 or 2 hours every 3 or 4 days...) sometimes less than that. I try to fix my base engine, make my scripts working before designing the rest. So almost nothing done.
I have some screens ready, but repetitives,... no real challenge.
No time to work on the game design.
Need to fix the main bugs of my game, first >_<
Still not enough screens, no win screen, no music, no manual, ...
 

Mugi

Member
oh yeah, im not even going to try any of that stuff, no way i have time for any of it, so i'll just submit a rom only
no box no manual no story bits on the game.
 

drexegar

Member
Mugi said:
yeah, i know the point isnt to get a full thing out in this timeframe, but it's also a matter of developer pride in my part.
the game is not representing what i can do, or what i will do, it's just a cluttered mess of what i started doing,
and it has to be kept in mind that you'll be judged based on what you present here, not what you're planning to have some months from now.

that said, it's not really THAT big of a deal at the end of the day, but it does bum me out inside to throw out there something which is still full of engine issues (im not taking all the blame from this!) and features in general.
i dont know how much people spend on their projects on a daily basis, but my time is rather limited with what i can effectively work this on to begin with.

for your reference of things that some games might or might not have, mine in particular has mostly been engine development so i guess it falls onto the "omgparallaxscrolling but no gameplay" part :p
i just didnt want to start making gameplay before i had an engine to develop gameplay for, and now we stand 8 days away from the dead line, and to be honest with you, while my engine is finally starting to work, the gameplay isn't up there.
my monsters are repetitive, boring and the game at it's current state is more of a running simulator than a platformer :p (also, BUGS!)

Trust me its more than enough, work under the pressure, be creative, you got the maze part down, you can bang up some throw away monsters and collectible real quick, your title screen, your map select, your winning animation, it fills the demo void real well. You have something special to show, and we need more people to make the byte-off to start off with a bang! Without nesmaker we wouldn't even be here! We wouldn't all be talking and working like a group! This is for the future of nesmaker!

If you need help with a instruction booklet I can bang up a template later this week. Just focusing on my game for now.
 

Mugi

Member
i will worry about the instruction booklet when the game is ready :p
no point writing one now since im not even sure what im going to implement and how im going to implement it.

i still have ways to go for that anyway, the plan is to have the world cover some 400 ish screens or so, and so far i have... 35. also need to come up with the rest, only 3 stage types have been set (cavern, temple, laboratory/factory type of a place.)
i might toy with underwater area since i did make underwater physics of sort (after im done rewriting sprite priority to get water to look half-decent), or ice, but for ice i'll have to deal with the whole recoding the acceleration to be a variable......... so much work to do :p

confirmed weapon upgrades are so far power punch (hadouken-type charge attack) which is already coded and sorta working few little bug fixes aside, and a shield skill.
sans that i'll propably do the shatterhand-type increased attack power item (maybe a jacket like in shatterhand :p) we'll see
 

drexegar

Member
Mugi said:
i will worry about the instruction booklet when the game is ready :p
no point writing one now since im not even sure what im going to implement and how im going to implement it.

i still have ways to go for that anyway, the plan is to have the world cover some 400 ish screens or so, and so far i have... 35. also need to come up with the rest, only 3 stage types have been set (cavern, temple, laboratory/factory type of a place.)
i might toy with underwater area since i did make underwater physics of sort (after im done rewriting sprite priority to get water to look half-decent), or ice, but for ice i'll have to deal with the whole recoding the acceleration to be a variable......... so much work to do :p

confirmed weapon upgrades are so far power punch (hadouken-type charge attack) which is already coded and sorta working few little bug fixes aside, and a shield skill.
sans that i'll propably do the shatterhand-type increased attack power item (maybe a jacket like in shatterhand :p) we'll see

cool man!
 

Bucket Mouse

Active member
It's my understanding you don't HAVE to make an instruction booklet or a boxart design.....as long as you have a game.
 

Mugi

Member
well.... sidetracked again, so still no boss..

here's a little test run through though:

https://youtu.be/F5HrjJpmmBk








yes, its scrolls in 2 directions, this is no jorotroid level though. but it's usable.
 

digit2600

Member
Yeah, I feel the pain... i mean, having tested it, i think as a demo, it definitely is a great engine test that shows off how one can really get freaky with nesmaker... that wall climb is a pretty impressive among other things... soundtrack is decent too lol.... but yeah, I understand being torn... you know it's not even close to 100 percent of your vision, and as the developer, it's a tough call... other people might be blown away, but inside you got that unfinished feeling... at least, that's how I feel about my own game which is a very stripped down representation of what it will be in the end.
 

drexegar

Member
Mugi said:
well.... sidetracked again, so still no boss..

here's a little test run through though:

https://youtu.be/F5HrjJpmmBk


This is great man! Love it! I'm getting a little of a legacy of the wizard vibe with those jelly monsters!



yes, its scrolls in 2 directions, this is no jorotroid level though. but it's usable.
 

Mugi

Member
(sc)rolling along.... the boss mechanics are now done (demo version)
the AI has some issues that i propably wont have time to solve before i submit the entry, but it's playable and gives a rough idea of how things work i guess... again, not particularly happy with it yet but given the timeframe,
it'll do.

we're still patching up last minute bugs (rewrite scroll for the Nth time, sorting out nametable and edge collisions.) and i'll poke the stage layout a little to put it back into the shape it should be now that the stage actually scrolls to the
left too, if all goes well, i'll do the submission tomorrow and post the demo rom here for people to derp with.

the boss im not telling about too much, aside that it's a blob too, and the fight has 6 phases.
 
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