Light From Within Demo

Atarath

Member
It was the difference of one variable haha. It should be fixed and I have updated the download file.

vanderblade said:
Really jaw-dropping stuff here. This is going to be a gem.

Also, thank you vanderblade
 

TakuikaNinja

Active member
Elarath said:
It was the difference of one variable haha. It should be fixed and I have updated the download file.

Glad to see it's been fixed, but I've just noticed another game-breaking bug.
The shield item is not saved after a reset -> continue. This is especially problematic if you save after dying in the cellar section.
I'd assume it's just a matter of adding the "received shield" flag to the save routine.
 

Atarath

Member
TakuikaNinja said:
Glad to see it's been fixed, but I've just noticed another game-breaking bug.
The shield item is not saved after a reset -> continue. This is especially problematic if you save after dying in the cellar section.
I'd assume it's just a matter of adding the "received shield" flag to the save routine.

I just tested this and could not recreate it. It's possible you need to equip it by pressing select.
 

Bucket Mouse

Active member
Regarding the Save function: it only seems to work perfectly on PC emulators. On Everdrive the Continue function on the title screen works if you stay within the game, but if you exit out by resetting the console, you lose all your progress and Continue no longer works.

I also tried it on NES Classic with a converted Mapper 2 ROM. Neither Save nor Continue work there.
 

dale_coop

Moderator
Staff member
Everdrive with a updated firmware? Needs to support the mapper30.
Since the v1.20, the Everdrive supports the mapper30 : http://krikzz.com/pub/support/everdrive-n8/original-series/OS/
 

Bucket Mouse

Active member
I AM using the updated firmware. It was the NES Classic I had to convert the ROM for.

Does the save screen work for you on your Everdrive?
 

Mugi

Member
mapper 2 is a completely different mapper and does not support saving / loading (the mapper is not self flashing)
that's like putting a lada engine into a ferrari and then being puzzzled at that it's slow :p

as far as everdrive support goes, the flashcarts have different implementations of it and i dont remember off the top of my head how exactly everdrive does it, propably best to check from manufacturer's site to see how its implemented and if there are limitations to it.
 

Raftronaut

Member
Heeeeey

I just got my powerpak working and have been experimenting with mapper 30 games and had Light from Within on my list. I think it may be an older version of the game, but I noticed the game suffered pretty heavily from CRT overscan. It may not be a big issue if you are not planning on a physical release (since it looks fine on emulator, or HDMI). I thought I would mention it here in case it offers you any insight

Overscan on the left cuts approximately 1st word from each line. And overscan on the top cuts off about 1/2 the HUD.

oversacan.jpg

I can test it later in my AVS console, where I am sure it is fine, but anyone playing on an old TV will not be able to see details you put at the edges.

Hope the insight helps! ;)
 

Atarath

Member
Raftronaut said:
Heeeeey

I just got my powerpak working and have been experimenting with mapper 30 games and had Light from Within on my list. I think it may be an older version of the game, but I noticed the game suffered pretty heavily from CRT overscan. It may not be a big issue if you are not planning on a physical release (since it looks fine on emulator, or HDMI). I thought I would mention it here in case it offers you any insight

Overscan on the left cuts approximately 1st word from each line. And overscan on the top cuts off about 1/2 the HUD.

I can test it later in my AVS console, where I am sure it is fine, but anyone playing on an old TV will not be able to see details you put at the edges.

Hope the insight helps! ;)

That's the first version of the game I posted. If you want to hold off, I'm going to post another updated demo shortly. The difference from the version you are playing is significant.

That said, I'm not sure what to do about the overscan. I wasn't aware it would be an issue until I had created most of my game world. I've tested it on cartridge on an original NES and did not have too much of a problem as the HUD has a border at the top, but I've not used a CRT TV. It never occurred to me that people would be playing it on CRT lol but I guess it makes sense. I will readjust the text area. How is everyone mitigating this problem? Also, I'm curious if it looks the same running on an actual cartridge on your tv.
 

dale_coop

Moderator
Staff member
I think a lot of NES gamers play on a CRT... if you decide to go for a physical release, you will have to take in consideration that overscan issue.
 

Atarath

Member
I can adjust the text box and I can also get rid of the border ( :cry: ) and move the HUD down 8 pixels, which should bring it into view. But I'm at a loss as to what to do about the edges of the screen. It seems that a lot of other games have a 13x16 play area, including Mystic Origins and screens from Searches, unless I'm mistaken. Am I missing something?
 

dale_coop

Moderator
Staff member
Mystic Origins (and mystic searches) keeps 8px on borders, with no important informations, for CRT ovescan :

Mystic-Origins-USA-ss.png
 

CutterCross

Active member
dale_coop said:
Mystic Origins (and mystic searches) keeps 8px on borders, with no important informations, for CRT ovescan :

Actually Dale, I'm pretty sure that screenshot from Mystic Origins has already cropped the top and bottom 8 pixels for overscan. The HUD's dimensions are still on a 16x16 metatile basis, so it can't be 24 pixels tall like in that screenshot unless it isn't capturing the overscan areas at the top of the screen. Same for the trees at the very bottom since they're also on a 16x16 metatile basis.

Also I've noticed that most of the areas on the left/right of the screen are usually safe from overscan, at least on the CRTs I've seen.
 

dale_coop

Moderator
Staff member
Oops, of course, you're right CutterCross. I took the screenshot directly from fceux... and of course, it already crops the screen:
Here's the full screen:

Mystic-Origins-USA-ss.png


We can see the hud keeps a safe zone.
 

Atarath

Member
retrothunder said:
This game is good

Thanks, retrothunder.

And thanks Raftronaut for the heads up. I've gone ahead and changed the hud and reformatted all the text. I will hopefully drop an updated demo tomorrow.
 

Atarath

Member
dale_coop said:
Can't wait for that updated demo <3

Always so encouraging! What would we do without you, Dale!

I have posted an updated demo on the first page! I think this will be the final demo I post, unless some bug is found. I don't think there is anything else I'm adding that will change the beginning of the game. I hope you guys enjoy it!

Patch Notes:

-Enemies have separate hurt timer
-Fixed recoil that threw enemies behind you. (Recoil was comparing player weapon and enemy position, rather than player and enemy)
-Different enemies and enemy weapons deal different damage
-Different player attacks deal different damage
-Spin attack is now a base attack. (A different more area effect attack will be found later in the game)
-Sword can be used while invincible. (Combat feels more fluid)
-Idle objects now skip the tile collision completely. (This makes the game run faster with more objects on screen. But recoil won't happen when idle.)
-Changed how walk behind tiles behave (works a bit better)
-Changed HUD to compensate for overscan
-Changed text box to compensate for overscan
-Updated/added new music
-Updated text for better readability
-Restructured tilesets to allow for sharing of more tiles (You wont see much of a difference in the demo)
-Restructured objects allowing for more objects
-Added a shop to purchase 4 items at a time. All items can be purchased in the demo. (Gems needed can be found)
-Fixed draw order of objects
-Pause menu now allows you to change equipped items and show what items are available.

Bugs:

Sometimes when you open a chest, it draws on top of the player. No idea why this is more apparent at times and at other times not.
Occasionally, if you find discover a hole under a bush and enter too quickly, the player sprite will corrupt. No idea why
Missing HUD tile. I THINK I HAVE FIXED THIS but who really can say anything is certain with the HUD.

Cheers!
 

Raftronaut

Member
Elarath said:
Raftronaut said:
Heeeeey

I just got my powerpak working and have been experimenting with mapper 30 games and had Light from Within on my list. I think it may be an older version of the game, but I noticed the game suffered pretty heavily from CRT overscan. It may not be a big issue if you are not planning on a physical release (since it looks fine on emulator, or HDMI). I thought I would mention it here in case it offers you any insight

Overscan on the left cuts approximately 1st word from each line. And overscan on the top cuts off about 1/2 the HUD.

I can test it later in my AVS console, where I am sure it is fine, but anyone playing on an old TV will not be able to see details you put at the edges.

Hope the insight helps! ;)

That's the first version of the game I posted. If you want to hold off, I'm going to post another updated demo shortly. The difference from the version you are playing is significant.

That said, I'm not sure what to do about the overscan. I wasn't aware it would be an issue until I had created most of my game world. I've tested it on cartridge on an original NES and did not have too much of a problem as the HUD has a border at the top, but I've not used a CRT TV. It never occurred to me that people would be playing it on CRT lol but I guess it makes sense. I will readjust the text area. How is everyone mitigating this problem? Also, I'm curious if it looks the same running on an actual cartridge on your tv.

The powerpak is an actual cartridge, at least it loads the rom for the hardware to read same as a cartridge does.
The overscan may not be a big issue for most, I really just thought I would bring it to your attention. Upon testing my own game on my CRT the first time I was shocked at how much usable screen space was used up, so I have corrected my level design technique based on what I've learned there. If I played this on my retroUSB AVS console on my HDtv I would have no problems seeing the HUD.

I see you've posted an updated rom file, I can try to test the new HUD layout and send you some photos
 
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