8bitmatt
New member
Jelly Jam'd - Demo version (byte-off 2019)
ROM: JellyJamd_demo_byteoff19.NES
Manual (pdf): Jelly-Jamd-demo-manual.pdf
NSF soundtrack: JellyJamd-demo.nsf
Demo notes:
Technical notes:
ROM: JellyJamd_demo_byteoff19.NES
Manual (pdf): Jelly-Jamd-demo-manual.pdf
NSF soundtrack: JellyJamd-demo.nsf
Demo notes:
- Jelly Jam'd was created in 1 month. Everything, art, music, game itself. My wife and I started with just an idea, blank sheet of paper, and no previous NESMaker experience on Feb 9.
- This demo has 8 levels total (designed with increasing difficulty). There's also an ending to the game complete with cutscenes.
- The music in game is slightly different because of NESMaker's current limitations (no effects like vibrato).
- Checkout the manual, it explains the controls. (Might be slightly less intuitive without the HUD)
- There is currently no working HUD. I simply ran out of time before submission.
NOTE: All of the game mechanics are implemented and work, there's just no way to see them without a HUD.
So I'll explain 3 things that would normally be in the HUD:- Danger (heat level): This shows how many jellies are currently stuck in the pipes. If it reaches 10 it's game over. (The ui for this part of the hud does currently show in-game, but it doesn't work).
- Caught jellies: Your submarine can only hold 6 jellies at a time. This hud element will help players keep track of that. (Designed but not implemented.)
- Safe jellies: The total number of jellies to complete this level and the number you've currently saved. (Designed but not implemented.)
The missing HUD elements can be seen in the last provided screenshot. I had them in game (non-working) but removed for the demo.
Technical notes:
- On the main gameplay screens you might see a constant sprite flicker depending on the emulator or PPU. I implemented a basic flicker routine to make sure no enemies completely disappear if over the 8 sprite per scanline limit. Newer PPUs only show flicker when the limit is reached for a scanline.
- If playing in an emulator I'd use Mesen. When testing with FCEUX, there was no sound (might be a NESMaker game engine problem?). I also tested and played on real hardware and it worked great.