Light From Within Demo

Raftronaut

Member
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HUGE improvement in the new update for the HUD showing on my CRT tv. Nice work with that!
Also, text boxes are all legible with overscan. Good fixes.

Overall, I have to say the professionalism and overall polish of this project has way exceeded my expectations. Soundtrack is memorable, unique, and has a well constructed sound design with high functioning sounding effects. Nothing feels or sounds broken whatsoever. I'm legitimately very impressed.

This can't be your first game design, or even your second. Where did you come from with this great material and construction? Have you designed games in other platforms previous?

Great work. Bravo dude.
 

Atarath

Member
Raftronaut said:
HUGE improvement in the new update for the HUD showing on my CRT tv. Nice work with that!
Also, text boxes are all legible with overscan. Good fixes.

Overall, I have to say the professionalism and overall polish of this project has way exceeded my expectations. Soundtrack is memorable, unique, and has a well constructed sound design with high functioning sounding effects. Nothing feels or sounds broken whatsoever. I'm legitimately very impressed.

This can't be your first game design, or even your second. Where did you come from with this great material and construction? Have you designed games in other platforms previous?

Great work. Bravo dude.

Thank you Raftronaut! I've replayed it so many times to try and get it to "feel" good. I'm glad you like the music and sound effects. I have never put out a game on any platform before. However, I spent a good deal of time in high school and beyond building games for fun in my TI-83 Plus graphing calculator, in QuickBasic, in Flash, and in GameMaker Studio. Knowing basic "code logic" has helped tremendously.
 

dale_coop

Moderator
Staff member
Played yesterday, for an hour, I did beat the spider. It was really good. Great improvements.
Awesome game <3
 
Love what you did with the game. I had a hard time not having any type of sound but all in all is was great. Love what you did with the stone to active blocks and what you did with the chest which I was trying hard to get it the way you had it. but that got my creativity more active. Being I am a pixel artist I was looking through the everything and loved what youve done especially the spider. I am really looking forward to see more updates. Ive been trying to do the whole item shop and even the save menu. seeing you doing what you did got me feeling positive on what I hope to be able to do soon. Please keep it up.
 

Atarath

Member
dale_coop said:
Played yesterday, for an hour, I did beat the spider. It was really good. Great improvements.
Awesome game <3

The fact that you played it for an hour is high praise! The full game may be many hours long. We shall see!
 

dale_coop

Moderator
Staff member
Really nice demo!!! Can't wait the for the final game <3
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Jonny

Well-known member
On the whole, the graphic are excellent. Super polished.

The only critisism I'd make is that the floor of the hospital needs somthing, its too white in my opinion. I think it would look better in the light grey or with some sort of very subtle texture.

Can't wait to buy the finished game
 

Primkinkajou

New member
I know I'm very late on this thread, but is your offer to share scripts still valid? I'm very curious about your save system. Also, I know you've been told this before, but I just started your game and I love it already! I like the way the rats scurry on the ground, and how the Castle feels alive because of all of the NPCs, and how the title screen is just beautiful. That not even mentioning the gameplay, which is great as well. I can't wait to finish it!
 

Atarath

Member
So quick question, the main character has a fidget animation that plays when you don't move for awhile. I like this animation because it adds movement to the character, but game object sprite space is realllllly tight. Did anybody notice this animation and do you think I should keep it? Thanks.
 

WumpusGames

New member
Wow, looks great! Thanks for showing me what NESMaker can do. :)

I did spot one minor bug: if you press B while you're dying, it still makes the sword sound. (Also, my little daughter likes the game, but doesn't like the "decay" part of the death animation. Just her opinion. ;) )

But yeah, awesome! Looking forward to the full game.
 

Atarath

Member
weapon121 said:
WOW! Very well made, love the music too!

Thanks!

WumpusGames said:
Wow, looks great! Thanks for showing me what NESMaker can do. :)

I did spot one minor bug: if you press B while you're dying, it still makes the sword sound. (Also, my little daughter likes the game, but doesn't like the "decay" part of the death animation. Just her opinion. ;) )

But yeah, awesome! Looking forward to the full game.

That's a good catch! I actually had not noticed that. Also, I believe your daughter is right. That animation doesn't fit the tone of the game any longer, and is left over from when I first started learning the software. I will drop an updated (and I believe final) demo that will have a new death animation, among other things.
 

Atarath

Member
Hullo there!

It's time for an updated demo! This should be the final final demo, unless I fix a bug. I'm going to start keeping a version number because why not.

V1.1 Patch Notes:

-Added two palette cycling patterns (that's right, two!)
-Added output randomness to hits with the opportunity for enemies to miss the player (traps do not miss)
-Added new music (placed on the starting screen so it can be heard in the demo. I'm so happy with it. Seriously, listen.)
-Added sfx to indicate that an item can't be used. (Ex: Hearts full/No spirit/No arrows. Let me know if this is annoying.)
-Change death animation to better suit the tone of the game
-Changed pause selection menu so that 16 unique items can be displayed
-When paused items can now be selected using left or right
-Songs now loop appropriately
-Added enemy specific drops (12 drops total so far though only a few seen in demo)
-Certain enemies are only vulnerable to certain weapons (not seen in demo)
-Sprites remain on screen during text but not drawn on top of textbox
-Enemy sprites no longer draw over HUD
-Removed scrolling code (this has fixed the bug that caused the hud to disappear during the text box on odd screens)
-Added new lock types
-Added new tileset and areas seen in demo
-Added location of the first large dungeon (I'm planning on seven dungeons total)
-Added new NPC found on beach location
-Added 10 weapons total found throughout the game. Including the sword and spin attack, 12 usable items
-Added 4 unique items found throughout the game that effect stats and/or passively used.
-Fixed bug that would draw open chests on top of player briefly. (Object created enters draw order routine before getting hit box info needed to determine draw order)
-Fixed bug that would create an enemy death when breaking a tile, like a bush. (Setting Object_flags to zero on object creation fixed this, even if the tile code wasn't creating an object, so no idea why this worked.)
-Fixed bug that played sword sfx after death

Bugs:

Missing 8x8 HUD tile occasionally pops up. No idea why.
A few tiles will load wrong palette color very rarely. No idea why.
Death animation corrupts sometimes. A simple reset will clear it.

Here are some attachments. Let me know if you hit any bugs I'm not aware of. And as always, thanks for playing!

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Basty

Active member
Gotta say, you have made quite improvement since the last time I've played this.
Big plus also on changing Ä and Ö to regular letters, much easier on the eyes to read and I don't feel like having an heart attack when game makes a sudden language change.

Keep up the good work. This is starting to feel like an actual NES game.
 
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