Belmont style Melee controls

Mugi

Member
I cant really go into too much details for all of it yet, since my stage design is far from complete, but the game is heavily inspired by shatterhand from it's core mechanics, so something similar in style.

as far as what could be done already,

the intro stage looks like this:
game_053.png


Stage selection:
game_054.png


Temple stage:
game_056.png


in addition to these, only tileset i've decided aside these is a cavern tileset, but i havent started drawing it yet. I'd assume some sort of more quiet/eerie tune would fit a cavern.

for better tracking inspiration, here's a rom that has access to the start stage, the temple stage, and the stage selection.
(run to the right on the intro stage to reach the warp crystal, and use stage selection to warp to stage B (top right corner) to access the temple test stage.)

https://dev9.blacklabel-translations.com/scrn/dd/game.nes

at this point in time, im mostly interested of getting something completely badass to the stage selection, to match it's role model:
https://www.youtube.com/watch?v=KegIY5gsomA


as far as the control scripts goes, we can do that in multiple ways. If you're confident enough with your ability to fiddle with them, i can just send you over the required scripts and modifications, or you can send me a nesmaker project that i will adapt my controls into. Whatever really.
 

digit2600

Member
I can definitely compose for this. I've tried the PM thing, but it seems to not be working for me right now, so if you can PM me a link to the scripts, that might work- I'm thinking maybe my browser isn't working- or just email me at jeremysebastiano@hotmail.com

I'm gonna play shatterhand in a bit and study the music a bit and then take a stab at some tunes. Gonna play this game a bit as well... I'm loving the visuals in this. I'll make sure I do these tunes justice.
 

digit2600

Member
By the way, if you feel up to more collab, I'm working on a port of this game (I originally released it on steam)... https://www.youtube.com/watch?v=Q8Iz6-OCFlg
 

Mugi

Member
I will pass for more collaboration at this time (although the idea of metalhead zombie killing nes game is delicious!) I want to work on my own game for now and see where it goes before i hop onto other projects.

i will pack up all the scripts i modified to make this work, along with instructions on how to modify the rest (my game has altered gravity for example, which affects the way the player handles to an extend.)
if you cant get them to work (trust me, so much can go wrong, especially if you have already modified some scripts that are used by my movement stuff.) just let me know and we will work it out.

again, im completely fine doing the entire implementation into your game, but we'll see if that is necessary after all else fails :p

just give me an evening to pack things up nicely and write a detailed enough readme to get you in good start with it.
 

digit2600

Member
sounds good. I should be able to work with what you have. I mean, your character at it's core seems to control pretty much exactly how I want mine to. I am able to do some more simple asm editing and such as well, it's just the more complex stuff I'm lost on, which hopefull after a while of tweaking and freaking with nesMaker, I'll get to where I need to be.

At the moment, I'm willing to scrap everything I already have (minus graphical assets of course) and start fresh, just to get a good solid clean slate.
 

Mugi

Member
it is worth a note though, that my character and it's physics are still in WIP state, as such, not everything 100% works yet.

for example, crocuhing works, but it still has a normal hit box, which kind of defeats the purpose (its purely visual for now.)
like i mentioned earlier, jump attack doesnt have it's own animation, as such, the code for handling jump attack animation is not included (can't really write that before i have the animation :p)

obviously, i will continue providing you with updated code as i work on it. But just to be sure we're on the same page, this is a WYSIWYG package (what you see in the test rom is exactly what you get.)
 

digit2600

Member
Hey dude, that's all I need to springboard off of... I really appreciate it. Eventually, I hope to get some level of proficiency with this asm thing.
 

dale_coop

Moderator
Staff member
Mugi said:
for example, crocuhing works, but it still has a normal hit box, which kind of defeats the purpose (its purely visual for now.)

Hyey Mugi, there is an action flag for thatin the 4.1... It's "skip top collision", if set (for exemple to your "drouching state", only the half bottom of your player's bounding box will be used for checking collisions (if I remember well, did not test myself yet :p).
 

dale_coop

Moderator
Staff member
Mugi said:
i know it's there, i just havent gotten things set up yet... graphics work took time :p

Sure, your graphics might take a LOT of time (mines... with cubes of color and simple patterns ... :p)
 

Mugi

Member
well, it was more like examining how to get the full graphics bank in use :p
but yeah, i do spend a fair bit doing and then redoing my tilesets. I's procedural work :p
 

Mugi

Member
You can just pm it to me or sen me a mail teh [dot] mugi [at] gmail.com

Isent you the scripts via PM but its still sitting in my outbox so i take it you didnt receive it yet? If not i will just mail it to you once i get to my pc in couple hours.
 

digit2600

Member
Just woke up, got the PM. Got a few rough drafts done yesterday, gonna bounce down mp3's and send them soon for feedback.
 
Top Bottom