Dimension Shift

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Mugi
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Dimension Shift

Post by Mugi » Sun Jan 20, 2019 9:21 am

slowly chugging in more and more of the little things that needs to get done.

- started working on a second tileset now (intro stage, around 50% done)
- fixed numerous issues from stage selection and warp system (monsters were triggering the warp crystal lol)
- fixed sprite parenting on the character in stage seletion (no more glitched hair)
- attack and crouch attack are implemented (still need jump attack and input sanitizing)

grab a test rom with a 5-screen long "level". the crystal at the end takes you to stage select which works, but each stage you warp into is just an empty room and a crystal to get back to the selection room.
i used it for testing the warp code and since i have no levels yet, doesnt really serve any purpose to do anything more to it yet.

test rom (20.01.2019): http://dev9.blacklabel-translations.com ... 1.2019.nes

and just for myself:

Engine:
- powerups - not sure if happening
- companion (possibly permanent) - in progress
- scrolling stages - well.... sort of (bi-directional scrolling in progress)
- animated background tiles - working (cpu hog)
- stage selection, with possibility to revisit stages - complete

- health platforms - working (buggy tile animation, keeps resetting on room re-entry)
- wall-grab tile - not started

graphics:

player - complete
enemy graphics - 1/??? done (lol)

intro stage - in progress (50%)
cavern stage - not started
temple stage - complete
??? stage - not started
??? stage - not started
??? stage - not started

final stage - not started
Last edited by Mugi on Tue Mar 12, 2019 10:18 am, edited 1 time in total.
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jsherman
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Re: Dimension Drive

Post by jsherman » Sun Jan 20, 2019 8:51 pm

Beautiful graphics and solid controls. You can see all the effort you put into it.
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Mugi
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Re: Dimension Drive

Post by Mugi » Mon Jan 21, 2019 7:13 pm

Okay, i've been fighting with this stupid thing for 3 days straight now, but here it finally is.
intro stage tileset, draft 1.

this one is rather interesting as i was able to dedicate the entire tileset+screentiles for this, due to moving my static objects (warp crystal and health platform) into the HUD graphics space instead, making them usable with any combination of main/screentiles.

(p.s. this also means that i have 15 blank tiles on temple tiles too to burn out, so sometime in the future, the temple stages will gain some extra detail)

Image
Last edited by Mugi on Mon Jan 21, 2019 7:21 pm, edited 1 time in total.
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dale_coop
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Re: Dimension Drive

Post by dale_coop » Mon Jan 21, 2019 7:16 pm

Wow magnifique! <3
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Mugi
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Re: Dimension Drive

Post by Mugi » Wed Jan 23, 2019 9:53 am

okay here's revision 2 of the intro stage tileset:

Image

oh look ma! someone's using the entire graphics bank!

Image
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dale_coop
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Re: Dimension Drive

Post by dale_coop » Wed Jan 23, 2019 9:58 am

Awesome! And your background graphics are beautiful< 3
Ah, c'est magnifique !

+1
I vote for the best NESMaker game!
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All I need: A Damn Fine Cup of Coffee
My games: PRESS START GAME / UNDERGROUND ADVENTURE / UNDERGROUND ADVENTURE (Arcade version - Byte-Off-2019)
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Mugi
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Re: Dimension Drive

Post by Mugi » Wed Jan 23, 2019 10:02 am

ha! i wish.

this late endeavor of getting the path tiles and hud tiles in normal use will greatly assist in the visual side of the project though.
but i still have lots of work with mechanics and whatnot. There's no need for a pretty game with no content. :P
its all learning for me at this point.
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dale_coop
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Re: Dimension Drive

Post by dale_coop » Wed Jan 23, 2019 10:26 am

It's nice... and sounds very instructive!
Have you written your rown outines to load the tiles from the path/hud tilesets or you using the ChangeAllTiles/ChangeAllTilesDirect macros,in your screenloads script with hardcoded values specifically for your screens?
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All I need: A Damn Fine Cup of Coffee
My games: PRESS START GAME / UNDERGROUND ADVENTURE / UNDERGROUND ADVENTURE (Arcade version - Byte-Off-2019)
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Mugi
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Re: Dimension Drive

Post by Mugi » Wed Jan 23, 2019 10:29 am

there's nothing to write there.
the Engine fully supports doing this as it is. NES doesnt have a definition of HUD tiles or PATH tiles by design. this is just an arbitrary limitation of NESmaker.
what i did was simply created assets outside of NESmaker, and imported them in.
this currently results in being unable to correctly use screenpainter, or seeing your assets, but the game functions just fine if you get a screen made.
the engine itself doesnt see anything else except a 128x128 pixel bank of graphics. and i just made use of it.
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dale_coop
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Re: Dimension Drive

Post by dale_coop » Wed Jan 23, 2019 10:47 am

Ok, I see. It's f***ing smart!
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Sorry about my poor english
All I need: A Damn Fine Cup of Coffee
My games: PRESS START GAME / UNDERGROUND ADVENTURE / UNDERGROUND ADVENTURE (Arcade version - Byte-Off-2019)
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