The Adventures of Panzer 3 - Development Thread

9Panzer

Well-known member
Panzer 3: Update #3
Small update this time. Working on expanding on the character Roster. This time I have started working on Sarya. She has made apperences in both Panzer 1 (as a boss) and Panzer 2 as a coffee junky. My plan for her is to utilize a 4 way movement that will ignore gravity, which basically allows her to fly!

 

9Panzer

Well-known member
Panzer 3: Update #4
I wanted to make sure that Dmuscles got into Panzer 3. He was one of the final bosses of Panzer 1 and was featured as the main playable character in my Byte-Off 3 entry (We won runner up for best Music!). To pull this off I needed to reduce his size and have him fit more into the style of graphics that the rest of the playable characters fall into. The process came out pretty good!

 

9Panzer

Well-known member
Panzer 3: Update #5
Slowly working away. I focused on adding more characters - so I had to make sure that Monkli made the cut! Who is monkli? If you've played the other Panzer games You will remember him as the guide that serves as Panzers guide and specifically reminds him that he can heal himself. I'm going to swing back around and edit the abilities has development progresses - but I foresee him being a little overpowered.

 

9Panzer

Well-known member
Panzer 3: Update #6
Slowly working away. I focused on adding more characters - so I had to make sure that Monkli made the cut! Who is monkli? If you've played the other Panzer games You will remember him as the guide that serves as Panzers guide and specifically reminds him that he can heal himself. I'm going to swing back around and edit the abilities has development progresses - but I foresee him being a little overpowered.

 
Last edited:

9Panzer

Well-known member
Panzer 3: Update #7
Tinkered around with getting sprite based rain going. this is a very lightweight system for getting an effect rolling without bogging down the NES CPU, For fun I added quick flash to represent lightning.

 

9Panzer

Well-known member
Panzer 3: Update #8
Fun update. I worked a little on D.muscles flame thrower today. I wanted him to be able to shoot directly Up this would make him the character that has a vertical attack in the game!

 

Peter Schmitz

Active member
Man - you are on fire! So many updates in such a short time! Great work. would love to know more about the palette change macro - how does this work with NesMaker's UI?
 

9Panzer

Well-known member
Man - you are on fire! So many updates in such a short time! Great work. would love to know more about the palette change macro - how does this work with NesMaker's UI?
It works independantly from the UI. So you can setup the colors with the UI and then have the macro actually overwrite things on the fly. I wish I would have known anout it sooner!
 

9Panzer

Well-known member
Panzer 3: Update #9
Worked on Ahzriaz a bit. I wanted her "Ice Magic" to feel more like the name suggests. So I changed up her primary ability to allow her to freeze most monsters. When they are Frozen she can walk on top of them 🙂

 

9Panzer

Well-known member
Panzer 3: Update #10
Upgraded Kankaro a bit to use his original colors in Panzer 1 and worked on his Wall Climb/jump. It has been upgraded to allow him to hang on the wall for a second and gives him a new animation when hes using it.

 

9Panzer

Well-known member
Panzer 3: Update #11
THE DREADED WATER LEVEL. Hooked up some custom physics that were similar to the Moon level in Panzer 2. Then I disabled the check to see if the player is on the ground to perform a jump. Gives a pretty convincing "swimming" effect!

 
Last edited:

SciNEStist

Well-known member
I did something similar (minus the jump script change) with a screenflag before to make "low gravity" screens . If you want to get extra fancy, you could also add a height check on the y position to make an above water area where the physics default back to regular.
 

Peter Schmitz

Active member
Panzer 3: Update #11
THE DREADED WATER LEVEL. Hooked up some custom physics that were similar to the Moon level in Panzer 2. Then I disabled the check to see if the player is on the ground to perform a jump. Gives a pretty convincing "swimming" effect!

that looks like the swimming effect in Super Mario Bros 1
 

9Panzer

Well-known member
I did something similar (minus the jump script change) with a screenflag before to make "low gravity" screens . If you want to get extra fancy, you could also add a height check on the y position to make an above water area where the physics default back to regular.
oooh... thats a really neat idea. I assumed that the physics were hard pressed into the screen code
 

SciNEStist

Well-known member
I would make a little 1 frame "swim" animation action step, and check to make sure it isnt that action step in the swim input script.
 
Top Bottom