8 Bit Space 2 (WIP)

GlassFrog

New member
Hey everyone, thought I better start a thread for my game now, as I have started to make a bit of process.

I have decided to make this game a sequel now, instead of a remake.

I'm just playing around with the game play mechanics to get them to feel right.

Retro GIF-downsized_large.gif


8 Bit Space 2 Pic01.png

For anyone who has missed my original post on the Introduce yourself thread, here is a link to the ordinal game for comparison.


Steam Link: https://store.steampowered.com/app/1452260/8_Bit_Space/
 
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Logana

Active member
Looks really good, I like how the background details stick out just a little more, although I think for a sequel this should have new graphics or that take a little more advantage of nes colors since you can really take advantage of the 3 color palettes excluding the hud palette, pallet cycleing is also a cool thing you can do, although it dose take up a pallet
 

GlassFrog

New member
Cheers @dale_coop

Thanks, @Logana, this game carries on from the first, so a lot of the planets (assets) will probably feature from the first game. But like you say the NES has a more advanced colour pallet than the ZX Spectrums 16, so I'm thinking of coming up with a few more planets which take advantage of this. Palette cycling sounds interesting, I will look into that, cheers Logana.
 

Jonny

Active member
Looking great. I like the percentage thing. Is that how much of stage is complete?
Also, curious how you did the death animation. Are you creating pixel sized objects which bounce off in different directions. Really interested how thats done as I want to do something similar in my game.

Edit: Sorry! I should have read properly, the video is of your original game made before nesmaker? Explains the rotating pixels for the solar system!
 
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GlassFrog

New member
Hi @Jonny, yes sorry, the game was made in a different game engine.

The percentage score was like a side mission for each level to add to the replay value as you could return to each planet once originally completed.

Due to the limitations with memory I think i'm going with a different approach with the score in this game, also i'm making the progression more linear. Im planning on putting only one gem on each screen then triggering the room once collected, so when the player returns to that room the gem is gone. Hopefully this will stop the player from cheating and continually entering a room just for the gem to push up their score. Also i'm playing around with rooms that once entered they cant be returned to with something like a wall coming down behind them and using a one way platform to get out, so I can add multiple gems to the room.

Thats basically how I did the death animation but it should be possible in NesMaker, might cause a bit of slowdown and flicking if spawning too many of the pixels at once, if you have quite a few objects on screen already though. Im not too sure how CPU intensive all them pixels bouncing around would be but one way of cheating a bit could be, once they come in contact with the floor, have them play a bouncing animation, a bit like what I have done with my skull in the above gif.
 

Jonny

Active member
Regards the pixel explosion death thing (PEDT) I think Micro Mages does something similar. I can't quite remember, will have to have a look. If I come up with a efficient way to get a similar effect I'll share it. At the moment I'm thinking it might have to be restricted to a couple of spawning monsters with each having animations that LOOK like two or more independent pixels. Maybe there's a better way.

There's some information about triggering walls in the advanced metrovania tutorial. I got it to work eventually but most of my problems were caused by my own stupidity. It could work well for 8 bit space.
 
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