[Byte-Off 2020] Spirit Impel

Jonny

Well-known member
I've sent it. I'll definitely try it out, I'm curious to see the issue as I'm not completely convinced it's not happening in metrovania module too. It's not something I've looked into too deeply yet but I do remember dying instantly a couple of times with full bars of heath.

Anyways, send it over and I'll compare with what's happening with my hurt too.
 

PasseGaming

Active member
Incase anyone is still following along on the progress of the game with the help of my playtesters I decided to rework the bosses into tile-based bosses to speed things up a bit, after the game over screen you'll get a new game screen that by-passes the cutscenes and a few other tweaks. Plus I'm beginning work on the 5th stage now.

I also am planning a limited boxed run of 30 carts. I picked up the boards, carts, clam-shell case, dust protectors and working out the manuals. Definitely wont make my holiday of 2020 release date, so I am aiming for the first quarter of 2021. Anyhow, a big thanks to the few of you who support me!
 

Logana

Well-known member
Wait since when did you get playtesters, or even ask for some, also I definitely plan on buying a copy :3
 

Logana

Well-known member
Well just read the past few messages, would also be up for a demo rom to test I have like 2 weeks al to myself so I can go trough the entire thing a few times
 

mouse spirit

Well-known member
Yo! Firstly, your game is great. Pleasant and fun, music and gameplay and wise. I liked the title screen, game over was really cool. I remember us not being able to figure out how to animated the ship well. My thought is using 2 more states if needed, but that's cosmetic and even fine as is,just a side note.Also maybe these things can't easily be helped, or maybe you are aware of them. Hopefully I can find things to help out a little bit though.


There's this dang small octo enemy in the first level that doesn't show up alot of times, but seems to be there.

Some enemy bullets go reeaallly fast, also sometimes they just shoot the wrong way.

At level screens and game over screens, your ship can appear and be going in a direction, then when the level starts, your ship is going that direction until you press a button.

Intro screen has what might be the ship in the top left corner of the logo.

Sometimes the first story screen after the title says"Spirit Impel" instead of the picture below the text. And then if it does show a picture, that pictures also sometimes shows up on story screen 2, discoloured also.

The last boss I fought was glitchy, probly too many things on screen,possibly.

Bullets disappear sometimes, like for seconds,probly because there can be alot of things going on in one straight line from left to right. I know, tough to get around that one in a simple way without taking away stuff.

Your ship can disappear if you fly way to the front (right) of the screen.

Until tested out when i wrecked,it was tough to tell which space "rocks" actually kill me. Maybe those red rocks in level 2 could be filled in color but not black.Just a nitpick,only took me one death to find out. Unless I'm wrong and it was an invisible bullet! Not sure.

Slowdown is a thing , but not terrible.I actually spammed bullets to make it easy and slow at times. I also didn't do that at times, but most shooters... my thumb don't quit.
You may decide to not have a hud, as it actually isn't needed truly, even if it looks cool. Maybe it can be on the level entry screens instead,not even as a hud, but just sprites,or not. Might help with slowdown though during gameplay.

As I said, I really enjoy the game so far. I will keep testing and see what's up.
I didn't go into detail on the good stuff because that stuff doesn't need attention, but anything I didn't mention was great.

I am not at wifi but will post pics when I am.

Lastly, just a random thought, and maybe just on certain levels or tiles possibly...maybe have some acceleration speed so the ship isn't perfectly stiff. Although I understand not having it like that, as it could be tougher to play.
But it may add something I don't know.

If you only wanted it to happen at certain times, you can make a copy the player object ( the ship) and change it midgame . A twin ship except it has acc and deceleration, or even armor or faster speed. If you have player objects to spare, it's a cheap way of having power upped versions of the player, like I also did for Almika's armor for my game. She was actually like 5 different objects, depending on your armor.
I know that involves some coding but not much. Of course, I did it in 4.1 and not 4.5, but it only involved 3 quik code changes in 3 asm files and like a constant or two.

Oh, or a flying left level!

Sorry for the text block.



the last boss fight

Spirit_Impel 2.png

Spirit_Impel 3.png
invisi-octo-squid
Spirit_Impel 6.png
see the black silhouette
Spirit_Impel 7.png

Spirit_Impel 8.png
top left corner
Spirit_Impel 10.png
this ones fine ofcourse

Spirit_Impel 11.png

Spirit_Impel 14.png
this ones not fine
Spirit_Impel.png
 
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PasseGaming

Active member
Thank you for the kind words, they mean a lot to me and the feedback is very constructive! I'll try and address as much as I can, some of it is by design because I couldn't think of any other way around it, others I can take a look see and adjust as needed.


1) Weird, you're the first to have issues with this boss fight. I am trying to turn them all into tile based bosses instead of sprite based bosses to speed the fight up and make it more challenging by having more things shoot at you. I think once I manage to figure out how to do so that will clear up this issues.

2) Yeah, I am aware of this issue, it's due to the module. An I honestly don't know what to do about it. The whole module is a mess. I think I stated before that there was a reason very few people bothered with this module. Too late now, I'll have to make due.

3) Yeah, I used the trick of making the ship the same color as the background. An altough I don't have any inputs for those screen-types, if your already pressing a direction before entering one of those screens the ship moves. I can't do much about it other then try and hide it better on those screens.

4) That's actually the hud hidden there. Best I could do to hide it.

5) Yup, that's a issue I can't quite figure out. I believe it is from restarting the game after a game over. I plan on adding a new title screen that will skip the cutscenes after you get a game over so you don't have to watch them again. (Tried doing this and I don't think I can get it to work due to the game over script as it resets the game)

6) Yeah, he is a mess, one of the reasons why I'd like to switch things over to a title based bosses. We will lose the animations but it should speed things up and I can add more projectiles on screen for the boss fights.

7) Yeah, not much I can do about that. I have sprite flickering on and that's what causing that to happen. Better that then having them vanish completely like before. lol

8) Yeah, it has something to do with too much on the hud. I have no idea how to go about repairs it. I've tried to design the stages so you don't have to go up there much.

9) you're the thrid person who had issues with that, maybe if I started the player directly on one of the dark brown rocks they'd get the hint?

10) It was that slow even before I added that sprite hud. The module itself is a slow glitchy mess. I've played the stages dozens of times looking for where there is significate slowdown and re-arrange those monsters to help speed it up. NESmaker is definitely not suited for shooters. it does well enough but it's incredibly slow. I had far better animations and had to remove most of them because of how slow the game was. There is ways to speed it up by gutting the game down to it's core values but I wouldn't be able to do much of the neat stuff I added like death animations and stuff like that. It sucks. I'll go through it again and try and speed up the stages more by removing or adjusting the monsters.

11) I thought of that but I wouldn't even know where to start. It was a pain to speed the game up as it is now. The true challange is supposed to be dodging the stuff on the stage and less about the monsters due to the limitations... Maybe I can had some additional speed to the ship's sprite?

12) I wanted to add power up's but I couldn't figure out how to get it to work on this module. That does sound like a neat idea, any idea how to do it on 4.5?
 
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mouse spirit

Well-known member
Gotchya. I figured most stuff you knew about and tried to fix or maybe don't know how. Its frustrating , i know.
Heres a link, i havnt verified this method but its a dale_coop so it should be great.
 

mouse spirit

Well-known member
Also, maybe box in the ship with non death solid tiles on the screens that arent gameplay.

For the starting moving because your holding buttons at a screen transition....
possibly make a tile or item that hits your ship at the start, or you ship starts on it,
and it makes you go nowhere and makes you face right, if needed.

Yeah the invisible enemy in level one is just a 2 hit enemy, not the boss octo, maybe
just needs moved up or down a bit.

The slowdwon comes with hit boxes also. So anything that needs a hitbox active weighs on the cpu speed
or whatever. There was a post about having hitboxes work only at certain times but i cant remember much about it.
I will look for it.
Maybe make some enemies tiles instead of sprites.
What i mean is like, make those small men, into tiles. The animation is cool but, they could be still tiles instead.
To give a tile "health" you would say when player bullet hits tile change tile to blank.
I know it sounds a little involved,and doesnt involve an explosion, but could work out.
This would just make less objects in some spots is what i mean, possibly helping with slowdown.

Those space mines are cool but could also be tiles.Even indestructible death tiles.
I know its not the same, but it could help out.Truly, more death tiles in general, to dodge.
less bullets are needed that way.
 
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PasseGaming

Active member
I guess I can make just about anything a tile based monster. I wonder if that would have any effect on the boss. I'll mess around with the first stage and try to implement these changes. Problem is I still don't have a way to make the tiles shoot back or anything just yet. That's probably going to be the biggest challenge... That and designing a second tile for monsters that have less hit points.
 

PasseGaming

Active member
Well, ByteOff is over. I for one know I wont be joining in next's year ByteOff. Can't hang with those folks. Far too talented for the likes of me muddying up the water. I think it's better for me at the very least to work at my own pace and without something like that over my head. An I know it wasn't about winning but I can't help to feel I didn't even come close on the radar. Bah, onward with the Spirit Impel development. There is only one person who I want to impress with the game and that's who it was intended for.
 

PasseGaming

Active member
For the remaining few that are still following the progress of this game. I am probably not going to post many more updates until the game is actually finished. Upon completion, I'll start a new thread in the completed section of the forums with game-play video, manual photos and it's box (clamshell). Figure the final reveal would make things somewhat more exciting. With info on how to purchase a copy of the limited boxed 30 game release (not cheap to do so I assure you) and a cart only release through a friend of mine's site. Of course that's a few months off. As I still have the 5th & 6th levels to complete, a few tweeks to address slowdown and I am waiting on the clamshell boxes and cover art to be completed. Not to mention I have a few bugs to work out concerning the manual that I plan on printing at home.

In the meanwhile I am also planning a new game I'll be sharing once I have more to actually share here in the WIP forums. I am really excited about this game, going to be a fun little maze game that is sure to please.
 

bwizard

New member
This game is very good. I only made it to the third level so far though. Cool enemy designs and music. The only thing is that its very difficult so far since you only have three lives to complete the game
 

PasseGaming

Active member
Minor update, I'm nearly finished the 5th stage, only the 6th left to go. We're in the final stretch now. I recieved the shells and boards. I finally managed putting the manual together and have it look decent enough. Also going to include a "poster" of the ad I submitted to ByteOff.

Just waiting on the cases, artwork for said cases and labels for the carts. Also limited edition stickers for the rear of the cart. I'm feeling pretty good about this release. I hope to have the game finished by the end of this month and everything put together by the end February if all goes well.

Then onto the next project!
 

Jonny

Well-known member
Glad it's all coming together. Are the clamshell boxes easy to get in the US? I can't seem to find anyone selling them here.
 

PasseGaming

Active member
Spirit Impel will be premiering on YouTube February 1st at 12pm (estrn time zone). You can find a link to my channel and Facebook page in my signature! Give it a look see!

Mind you the game isn't quite finished but we are close enough to be confident that it will be completed in time for the second quarter of 2021.
 
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