When the Clock Hands Stall

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CutterCross
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When the Clock Hands Stall

Post by CutterCross » Sat Feb 16, 2019 8:55 pm

Well, I've been talking about how I'm starting a new game for the Byte-Off competition. So here's a small preview of what I've been working on.

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
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drexegar
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Re: When the Clock Hands Stall

Post by drexegar » Sat Feb 16, 2019 10:15 pm

Ahh yes the clock, it can scroll! is the game about a guy who uses a grandfather clock as a melee weapon? lol

Very cool man!
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CutterCross
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Re: When the Clock Hands Stall

Post by CutterCross » Sat Feb 16, 2019 10:23 pm

drexegar wrote:
Sat Feb 16, 2019 10:15 pm
Ahh yes the clock, it can scroll! is the game about a guy who uses a grandfather clock as a melee weapon? lol

Very cool man!
You'll just have to find out when the competition ends ;)

And thanks!
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
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drexegar
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Re: When the Clock Hands Stall

Post by drexegar » Sat Feb 16, 2019 10:32 pm

CutterCross wrote:
Sat Feb 16, 2019 10:23 pm
drexegar wrote:
Sat Feb 16, 2019 10:15 pm
Ahh yes the clock, it can scroll! is the game about a guy who uses a grandfather clock as a melee weapon? lol

Very cool man!
You'll just have to find out when the competition ends ;)

And thanks!
but I want to know now! Your chrono trigger style clock leaves so many questions unanswered! lol
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CutterCross
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Re: When the Clock Hands Stall

Post by CutterCross » Sat Feb 16, 2019 10:35 pm

drexegar wrote:
Sat Feb 16, 2019 10:32 pm
but I want to know now! Your chrono trigger style clock leaves so many questions unanswered! lol
That's the point ;)

And yeah, Chrono Trigger was a pretty big inspiration for the title sequence.
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
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Mihoshi20
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Re: When the Clock Hands Stall

Post by Mihoshi20 » Sun Feb 17, 2019 5:15 am

Looking amazing so far. Love the title and start button fade ins, creative use of monster animations you're known for or did you use the built in fader? Either way, looking kickass. The clock also reminds me of the grandfather clock in Maniac Mansion, a game I played and still play way too much of. Keep up the good work!
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dale_coop
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Re: When the Clock Hands Stall

Post by dale_coop » Sun Feb 17, 2019 9:25 am

Pffff impressive, CutterCross!
Thanks man, for sharing that intro/teaser <3
-----
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My games: PRESS START GAME / UNDERGROUND ADVENTURE / UNDERGROUND ADVENTURE (Arcade version - Byte-Off-2019)
Gilbertmaxter
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Re: When the Clock Hands Stall

Post by Gilbertmaxter » Sun Feb 17, 2019 1:18 pm

Wow beautiful :)
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CutterCross
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Re: When the Clock Hands Stall

Post by CutterCross » Sun Feb 17, 2019 4:03 pm

Mihoshi20 wrote:
Sun Feb 17, 2019 5:15 am
Looking amazing so far. Love the title and start button fade ins, creative use of monster animations you're known for or did you use the built in fader? Either way, looking kickass. The clock also reminds me of the grandfather clock in Maniac Mansion, a game I played and still play way too much of. Keep up the good work!
Everything that animates/fades in is made using monster/game object animations. I don't even know how to get the fader to work! Haha, thanks a lot!
dale_coop wrote:
Sun Feb 17, 2019 9:25 am
Pffff impressive, CutterCross!
Thanks man, for sharing that intro/teaser <3
Gilbertmaxter wrote:
Sun Feb 17, 2019 1:18 pm
Wow beautiful :)
Get ready to see more in a couple weeks ;)
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
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Mugi
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Re: When the Clock Hands Stall

Post by Mugi » Sun Feb 17, 2019 4:07 pm

the chrono trigger clock simulator for nes. Im in! :P
just kidding, this looks really cool, but it really also works as a teaser, because the screen practically gives no indication whatsoever of what kind of game it is or what is it about.

as for the fades, i've started looking into that but im not really sure how it works yet either.
there's a macro in the code base called beginfade.asm which takes a whole load of arguments to do things, some set in constants and some not, and what's in constants/zeropage for this, seems to be disabled (atleast in 4.1.4) so i dont think it's operational as it is without some further poking.
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