[4.5.9] Castle Kicker (WIP/Working Title)

CluckFox

Active member

Version 0.0.1​


Here are the ROM and script archives. I've also attached a screenshot of my Input Editor for reference.

The source includes NESMaker core and module files modified to suit this game. Core files in particular have been modified to enable DPCM audio channel per @CutterCross 's instructions:

[4.5.6] Implementing DPCM Sample Playback

Please do not expect these scripts to work as drop-in replacements for your own. I am providing them as reference material for conversations about how I did something or how I could do something better.

Enjoy!

P.S. Thank you again @Logana for the awesome soundtrack! Future releases will showcase more of your work I promise!
 

Attachments

  • NESMaker_G9ckXzu22t.png
    NESMaker_G9ckXzu22t.png
    61 KB · Views: 5
  • CLUCKFOX_KICKER-0.0.1.zip
    25.9 KB · Views: 9
  • cluckfox_kicker_202104111640.zip
    17.1 KB · Views: 12

Logana

Well-known member
Btw here is the best volumes for each channel to get everything sounding just a bit better 1618178214277.png

Edit: Really, R E A L L Y love the feal of the kick
 

Jonny

Well-known member
My attempt at something more cyclopsy.
I wasn't sure how many colours you wanted to use or what animations you needed.
Let me know if you need anything else.

EYEEYECAPTAIN.gif
Enjoyed the challenge so even if you don't want to use it, it's not time wasted.
 

Basty

Active member
It's an interesting concept for sure.
Just took me a little while to realize how kick itself works though. Probably want to reduce the delay time for having to hold kick button down.
 

CluckFox

Active member
It's an interesting concept for sure.
Just took me a little while to realize how kick itself works though. Probably want to reduce the delay time for having to hold kick button down.
Thanks for the feedback! I've made a note to shorten the wind-up further for next time.
 

Jonny

Well-known member
It's an interesting concept for sure.
Just took me a little while to realize how kick itself works though. Probably want to reduce the delay time for having to hold kick button down.
I'm undecided if I like the hold/windup kick or if I simple press would be more satisfying to play.
Some bits, like getting to the very top from the trampoline felt better as a hold but smashing the walls I just wanted to clear them quickly with a jump/kick tap.
A compromise would be the shorter windup delay.
 

CluckFox

Active member
Enjoyed the challenge so even if you don't want to use it, it's not time wasted.
Look what showed up in my castle

mNR9boy.gif
 

Jonny

Well-known member
Immediately went to kick the ghost.
I let the cyclopse live, it didn't feel right haha
 

CluckFox

Active member

Version 0.0.2​

First of all, special thanks to @Logana for the SFX and Music, and @Jonny for Cyclopse the eyeball monster. The music uses "DPCM" so thanks also to Kasumi, CutterCross, Dale Coop, et. al. for their work making it work in NESMaker. Thank you to @9Panzer for making me cram vertical directional physics into the game.

Changes​

  • More spikes, with less BS
  • fixed player spawn-in facing direction
  • Cave-themed level with an angry ghost monster
  • disable varJump on trampoline
  • Reduced windup hold time
  • (code only) additional comments on landing physics
  • (code only) moved doHandlePhysics from static bank to Bank $1c

Gameplay​


ROM and scripts attached. Enjoy!
 

Attachments

  • cluckfox_kicker_202104131605.zip
    19 KB · Views: 12
  • CASTLJMP-0.0.2.zip
    40.4 KB · Views: 10

Basty

Active member
Sorry, unplayable at my, Mesen.
Cannot get past the first screen, destroyable blocks literally blocks ability to jump.

Tried wall charge kick jumping, that didn't really work either.

Hence the stage or coding requires fine-honing.
 

CluckFox

Active member
Sorry, unplayable at my, Mesen.
Cannot get past the first screen, destroyable blocks literally blocks ability to jump.

Tried wall charge kick jumping, that didn't really work either.

Hence the stage or coding requires fine-honing.
Which version of Mesen? Any custom configuration options?

I did test on multiple platforms before posting, I'm sorry it didn't work out for you.
 

TakuikaNinja

Active member
Sorry, unplayable at my, Mesen.
Cannot get past the first screen, destroyable blocks literally blocks ability to jump.

Tried wall charge kick jumping, that didn't really work either.

Hence the stage or coding requires fine-honing.
Uh, don't hold a direction when you're kicking a wall...?
 

TakuikaNinja

Active member
But yeah, I was initially thrown off when I held a direction during the kick. Doing so kills the momentum of the bounce.
Also sometimes the momentum of the wall kick doesn't stop after landing. Sadly I haven't got any recordings.
 
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