The Tower of Turmoil

User avatar
CutterCross
Posts: 402
Joined: Sat Apr 28, 2018 9:42 pm
Contact:

Re: The Tower of Turmoil

Post by CutterCross » Mon Feb 18, 2019 10:55 pm

Well, I finally got my cart flasher!

Music Man:
The Tower of Turmoil: http://www.nesmakers.com/viewtopic.php?f=12&t=1348
When the Clock Hands Stall: http://www.nesmakers.com/viewtopic.php?f=52&t=2723
User avatar
SerafukuSoftware
Posts: 48
Joined: Sat Feb 02, 2019 10:47 pm
Location: Land Down Under

Re: The Tower of Turmoil

Post by SerafukuSoftware » Tue Feb 19, 2019 12:29 am

CutterCross wrote:
Mon Feb 18, 2019 10:55 pm
Well, I finally got my cart flasher!

There's nothing more rewarding yet satisfying than seeing a NES game that you've created, running on actual hardware, on an old CRT. Man it's beautiful.
Also the NES' mono-mixing of your music and sfx make them sound even better coming out of that little TV. Sweet!!
Weeb artist, NESdev and hardware guy.
Dev unit: Nintendo Famicom HVC-001 with AV-Mod.
Image
User avatar
CutterCross
Posts: 402
Joined: Sat Apr 28, 2018 9:42 pm
Contact:

Re: The Tower of Turmoil

Post by CutterCross » Tue Feb 19, 2019 12:34 am

SerafukuSoftware wrote:
Tue Feb 19, 2019 12:29 am
There's nothing more rewarding yet satisfying than seeing a NES game that you've created, running on actual hardware, on an old CRT. Man it's beautiful.
Also the NES' mono-mixing of your music and sfx make them sound even better coming out of that little TV. Sweet!!
So, so true :D it's a sight to behold.

And yeah! On this setup you can hear stuff like the triangle kick-drums a lot clearer now!
Music Man:
The Tower of Turmoil: http://www.nesmakers.com/viewtopic.php?f=12&t=1348
When the Clock Hands Stall: http://www.nesmakers.com/viewtopic.php?f=52&t=2723
User avatar
dale_coop
Posts: 4477
Joined: Fri Feb 16, 2018 7:05 am
Location: France

Re: The Tower of Turmoil

Post by dale_coop » Tue Feb 19, 2019 3:30 am

Wow, so beautiful running on real hardware, right?! Always blowing my mind each time I test NESMaker games/demos on my NES <3
-----
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)
User avatar
CutterCross
Posts: 402
Joined: Sat Apr 28, 2018 9:42 pm
Contact:

Re: The Tower of Turmoil

Post by CutterCross » Wed Feb 20, 2019 2:49 am

THIS...

THIS I DID NOT EXPECT...

Music Man:
The Tower of Turmoil: http://www.nesmakers.com/viewtopic.php?f=12&t=1348
When the Clock Hands Stall: http://www.nesmakers.com/viewtopic.php?f=52&t=2723
User avatar
dale_coop
Posts: 4477
Joined: Fri Feb 16, 2018 7:05 am
Location: France

Re: The Tower of Turmoil

Post by dale_coop » Wed Feb 20, 2019 1:13 pm

LOL... a REMIX?
-----
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)
User avatar
CutterCross
Posts: 402
Joined: Sat Apr 28, 2018 9:42 pm
Contact:

Re: The Tower of Turmoil

Post by CutterCross » Sat Jun 08, 2019 10:51 pm

Those of you who follow the NESmaker Discord may have seen this already, but how do you guys feel about... BOXES?

Music Man:
The Tower of Turmoil: http://www.nesmakers.com/viewtopic.php?f=12&t=1348
When the Clock Hands Stall: http://www.nesmakers.com/viewtopic.php?f=52&t=2723
User avatar
CutterCross
Posts: 402
Joined: Sat Apr 28, 2018 9:42 pm
Contact:

Re: The Tower of Turmoil

Post by CutterCross » Fri Jul 19, 2019 9:39 pm

****UPDATE: Ver. 1.03 is live and ready for download! You can find the download link on the first post of this topic under "DOWNLOADS".


Ver. 1.03 fixes a LOT of problems with the older versions! Here's a quick rundown:

- New cutscene/story dialogue. (Fixes text looping issue.)
- Ability to skip the boss cutscene.
- Limit to one sword slash on screen at a time. (No more spamming and slowing the game down.)
- Fixed player's momentum issue when he attacks in mid-air.
- Fans are easier to use.
- HUD is disabled in cutscenes.
- SELECT button now warps the player back to the last checkpoint reached.
- New SFX for trampolines and checkpoint warp.
- All trigger-able screens now reset to being un-triggered after death/checkpoint warp.
- New Easter eggs!
- Bosses have longer invincibility periods. (No longer able to cheese them.)
- Player can now down-stab off weapon-immune monster objects. (Fireballs, Spear traps, Boss projectiles, etc.)
- Most health bugs (that I could find) have been fixed.
- Slightly updated credits.


I have to give a huge thanks to Dale Coop for this update. Most of this stuff couldn't have happened without his help! (and patience, haha.)
Music Man:
The Tower of Turmoil: http://www.nesmakers.com/viewtopic.php?f=12&t=1348
When the Clock Hands Stall: http://www.nesmakers.com/viewtopic.php?f=52&t=2723
User avatar
jsherman
Posts: 308
Joined: Sun Apr 22, 2018 11:25 am
Location: Cleveland OH

Re: The Tower of Turmoil

Post by jsherman » Fri Jul 19, 2019 11:04 pm

Wow! That's an incredibly fun and polished game! Like the treat after you beat the boss! :)
"Turtle Rescue" updates can be found here: viewtopic.php?f=13&t=112
For more in-depth updates, please follow GossipTurtle on Twitter! https://twitter.com/TurtleRescueNES
User avatar
Raftronaut
Posts: 308
Joined: Mon Sep 03, 2018 4:47 pm

Re: The Tower of Turmoil

Post by Raftronaut » Thu Jul 25, 2019 2:51 am

CutterCross wrote:
Fri Jul 19, 2019 9:39 pm
****UPDATE: Ver. 1.03 is live and ready for download! You can find the download link on the first post of this topic under "DOWNLOADS".


Ver. 1.03 fixes a LOT of problems with the older versions! Here's a quick rundown:

- New cutscene/story dialogue. (Fixes text looping issue.)
- Ability to skip the boss cutscene.
- Limit to one sword slash on screen at a time. (No more spamming and slowing the game down.)
- Fixed player's momentum issue when he attacks in mid-air.
- Fans are easier to use.
- HUD is disabled in cutscenes.
- SELECT button now warps the player back to the last checkpoint reached.
- New SFX for trampolines and checkpoint warp.
- All trigger-able screens now reset to being un-triggered after death/checkpoint warp.
- New Easter eggs!
- Bosses have longer invincibility periods. (No longer able to cheese them.)
- Player can now down-stab off weapon-immune monster objects. (Fireballs, Spear traps, Boss projectiles, etc.)
- Most health bugs (that I could find) have been fixed.
- Slightly updated credits.


I have to give a huge thanks to Dale Coop for this update. Most of this stuff couldn't have happened without his help! (and patience, haha.)
Wow, I need to check this version out! Admittedly have only played the first level a few times and checked out the cutscenes. In some ways I’ve been waiting until I had the free time to properly dig into it. It’s incredibly impressive work no matter how you slice it!
Space Raft demo updates: [url]http://nesmakers.com/viewtopic.php?f=52&t=2867[/url]

Chiptune:[url] https://soundcloud.com/user-634230995-350638590 [/url]
Post Reply