[4.5.9] Arcade Platformer Concept

CluckFox

Active member
Here's an update with the latest music, and some self-destructing floor tiles.
 

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  • fox_castlejumper_202103301616.zip
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Logana

Well-known member
Woah, really curious on how you did the Vince animation, also do you need me to do some sound effects like a being for the spring and a little noise echo for the walking platforms
 

CluckFox

Active member
Woah, really curious on how you did the Vince animation, also do you need me to do some sound effects like a being for the spring and a little noise echo for the walking platforms
Sure, thanks again! I'm about to post the source code and demo rom so you can see for yourself.
 

CluckFox

Active member
Attached is the ROM from the above video and all the source code I added or modified to make it all work.
 

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  • fox_castlejumper_202104022050.zip
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  • CASTLE_JUMPER_V1.zip
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Logana

Well-known member
Literally no problem at all, btw I’m gonna send the file trough private messages to not make it hard for future readers and also to keep the post mainly about the game itself, will be able to send it over tomorrow with a wip title theme aswell
 

Jonny

Well-known member
Coincidentally I just finished doing a fall away (broken bridge) using a tile and invisible NPC monster which changes to the tile graphic then falls. I wonder if we did this in a similar way or differently.
 

CluckFox

Active member
Coincidentally I just finished doing a fall away (broken bridge) using a tile and invisible NPC monster which changes to the tile graphic then falls. I wonder if we did this in a similar way or differently.
I used a VFX monster to show a "crumbling" animation and rewrite the tile/collision. It's spawned in the custom physics script starting around line 500. The tile rewrite is done in the monster's End Animation behavior, in the custom TimerEndScripts.asm starting at line 202. The two scripts work together through an additional Object Variable called Object_tile.

See the attachment CASTLE_JUMPER_V1.zip a few posts back for all the custom scripts used in the demo.
 

CluckFox

Active member
Here's an updated ROM with additional music and SFX from @Logana. Also added a start screen sequence and squashed a bug or two.
1617505776645.png
 

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  • cluckfox_castlejumper_202104032031.zip
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Jonny

Well-known member
This game would be so cool in an old Nintendo cab. It's got that 1979 feel about it. I hope you make this into a fully fledged game because I'd like to do that once I get up and running making arcades again.
 

CluckFox

Active member
This game would be so cool in an old Nintendo cab. It's got that 1979 feel about it. I hope you make this into a fully fledged game because I'd like to do that once I get up and running making arcades again.
Here's my personal TODO list before moving this project from Concept to WIP Game
  • Hurt and Jump animations
  • A substitute concept for horizontal moving platforms
  • Change code to not abuse ScreenFlags00
  • Come up with a better title than CastleJumper
Once these are complete I think the code bits will be stable enough where I can design a bunch of levels and puzzles with them.

Edit - might as well stick with what people like
 
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CluckFox

Active member
I've been working on a jump-only platform. You can't stand or land on it without falling. It might fill the moving platform gap for now.

oAqne7s.gif
 

Jonny

Well-known member
It might fill the moving platform gap for now.
How are you thinking of tackling this? I noticed an NPC monster type already allows player to stand on it like a solid tile. I was thinking if the horizontal speed of player was matched while colliding with the moving platform that might work? Fairly sure it won't be that simple though.
 

CluckFox

Active member
How are you thinking of tackling this? I noticed an NPC monster type already allows player to stand on it like a solid tile. I was thinking if the horizontal speed of player was matched while colliding with the moving platform that might work? Fairly sure it won't be that simple though.
I'm not tackling it, I'm just using the jump-only tiles as a replacement for what I wanted to be moving platforms. (The tiles literally and figuratively fill the gaps) I tried the NPC monster and several other approaches and couldn't make anything work well or look natural.
 

CluckFox

Active member
Here's one more ROM update, this time with jump-only platforms. The source code is still a mess so I'll post it separately.
 

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  • cluckfox_castlejumper_202104051702.zip
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CluckFox

Active member
Here's another ROM and code update. I tried to simplify and clarify some things. I also moved most of the hard-coded collision types and tile coordinates into object variables for the tile-swapping objects.

Feedback and criticism is welcome. Questions are encouraged. I realize this lacks a lot of NESMaker-specific context so I'll post answers here as requested.

Enjoy!
 

Attachments

  • cluckfox_castlejumper_202104061202.zip
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  • CASTLE_JUMPER_V2.zip
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Jonny

Well-known member
Just played though all the levels. I like the fall away blocks and that player has a lot of lives which would suit increasing difficulty jump challenges. It would be great if some levels were only beatable if player jumps at the correct moment as the tile underneath crumbles, Indiana Jones style. Obviously, some sound effects would make the levels a lot more safisfying.

Not too sure about the jump thru trampoline. First play trough, I actually thought it was a double jump mechanic but only on that level. I think I just found it confusing because players isn't actually on the rope when second tap springs player off it. Also, one of the levels (last i think?) I dropped into the bottom onto spikes but didn't die. Minor, I just wasn't sure if I was supposed to be able to drop down there or not.
 
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