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The Tower of Turmoil

Posted: Fri Jun 08, 2018 5:11 pm
by CutterCross
So I've been preparing more stuff for NESmaker with NESst. I decided my first real project in NESmaker will be remaking my first PC game "The Legend of Takemaru", though I'll be renaming it to "The Tower of Turmoil" as I think that's a better name for it.

I've just finished up some sprites for the player character Takemaru. I'm going for a much different style than the original game. (Please excuse the white border that's around some of the pictures, I couldn't get a perfect crop.)

Standing/Attacking: Image Jumping/Jump Attacking: Image Running: Image
Running + Attacking: Image Wall-Sliding/Attacking: Image Taking Damage/Death: Image
Sword Slash (Melee Object): Image

I managed to use more than 3 colors per metasprite by using an additional layered sprite for the face, making a total of 6 colors for the character. The sword slash is going to be placed in front of every "Attacking" frame of animation.



If you want to check out the original game, click here! https://cuttercross.itch.io/the-legend-of-takemaru

Re: The Tower of Turmoil

Posted: Sat Jun 09, 2018 2:45 am
by Mihoshi20
Looking good so far. Love the sprite detail and animations.

Re: The Tower of Turmoil

Posted: Sun Jun 10, 2018 8:49 pm
by CutterCross
Mihoshi20 wrote:
Sat Jun 09, 2018 2:45 am
Looking good so far. Love the sprite detail and animations.
Thanks! I'm really proud of these!

Re: The Tower of Turmoil

Posted: Tue Aug 21, 2018 8:52 pm
by Gazimaluke
That looks really good. How is they layered face sprite done?

Re: The Tower of Turmoil

Posted: Fri Aug 24, 2018 12:14 am
by CutterCross
Gazimaluke wrote:
Tue Aug 21, 2018 8:52 pm
That looks really good. How is they layered face sprite done?
Image
Here's what the layered sprite looks like detached from the body. It's just placed over the body in a way that looks seamless. Now, I don't exactly know how I can actually pull this off in NESmaker, but I'll definitely experiment with this further when the platformer module is released.

Re: The Tower of Turmoil

Posted: Fri Aug 24, 2018 1:18 pm
by Gazimaluke
Yes I knew how it is done in theory. Like in Mega Man. Looks great.

Re: The Tower of Turmoil

Posted: Fri Aug 24, 2018 1:29 pm
by stevenshepherd
nice!

Re: The Tower of Turmoil

Posted: Mon Aug 27, 2018 5:27 am
by Mihoshi20
I'm rather excited about this game as I really enjoyed the PC version and have been eager to see it fleshed out into more of an action playformer in the vein of megaman or ninja gaiden, only not nearly as punishingly brutal.

Re: The Tower of Turmoil

Posted: Mon Aug 27, 2018 9:46 pm
by CutterCross
Mihoshi20 wrote:
Mon Aug 27, 2018 5:27 am
I'm rather excited about this game as I really enjoyed the PC version and have been eager to see it fleshed out into more of an action playformer in the vein of megaman or ninja gaiden, only not nearly as punishingly brutal.
Glad to hear you're excited! And I'm happy to hear you liked the original too! Although I can agree it wasn't very well designed, mostly because of my inexperience as a programmer back then. A lot of things didn't work as originally intended.

A more action platformer like Ninja Gaiden/Megaman is definitely what I'm working towards.

Re: The Tower of Turmoil

Posted: Mon Sep 03, 2018 7:20 pm
by CutterCross
Here's the first iteration of The Tower of Turmoil! It's not much, but it's a start!

Video: https://www.youtube.com/watch?v=-u6mlxR ... e=youtu.be

I've still haven't been able to fix that music bug where one of the Pulse channels drops out when advancing to another screen with the same music, so I stop on the first screen for a while so you can hear what the song's SUPPOSED to sound like.
Image Image Image

I haven't been able to add in all the features I wanted yet. You can't attack enemies, the HUD's unfinished, and I haven't been able to implement a layered sprite for the player's face yet, so his head is transparent for now.

I'd appreciate any feedback or any tips and tricks on coding this stuff!