Trial by Fire

Mihoshi20

Member
With a bit of code wizardry thanks to dale_coop I'm now able to at least proof of concept show off my next game idea. Carefully make your way through mazes of fire to the switch which puts out the flames and then fight the unleashed monsters to make it to the next room. Will you face the flames or be burnt to a crisp?

ProjectFire_WIP.jpg

To see the game in action checkout the following youtube link.

https://www.youtube.com/watch?v=O3gNVqpOOi4

Flames don't actually hurt the player yet as hurt tiles are not yet implemented.
 

TurtleRescueNES

Active member
I really like the concept. I wonder if you could make it so that there are multiple buttons, each only turning off some of the flames within one screen. Are you using triggers, or is that a cleverly disguised warp panel?

Arrow box is a great temporary hero. :)
 

CutterCross

Active member
Nice! the fire mechanic reminds me a lot of the color-switching dungeons from A Link to the Past. Definitely could make use of some more puzzle elements.
 
Mihoshi20 said:
With a bit of code wizardry thanks to dale_coop I'm now able to at least proof of concept show off my next game idea. Carefully make your way through mazes of fire to the switch which puts out the flames and then fight the unleashed monsters to make it to the next room. Will you face the flames or be burnt to a crisp?

ProjectFire_WIP.jpg

To see the game in action checkout the following youtube link.

https://www.youtube.com/watch?v=O3gNVqpOOi4

Flames don't actually hurt the player yet as hurt tiles are not yet implemented.

This looks awesome. Love how enemies are trapped until you use switch. And what can I say about Dale, he's one of the best with codes. Great job to both of you.
 

Mihoshi20

Member
CutterCross said:
Nice! the fire mechanic reminds me a lot of the color-switching dungeons from A Link to the Past. Definitely could make use of some more puzzle elements.

I'd love to do something like that. Something similar to the crystal switch from A Link to the Past, though I want to do something more like there a path changes on a timer, switching between two different positions.
 

Mihoshi20

Member
jsherman said:
I really like the concept. I wonder if you could make it so that there are multiple buttons, each only turning off some of the flames within one screen. Are you using triggers, or is that a cleverly disguised warp panel?

Arrow box is a great temporary hero. :)

Using a warp tile would probably actually be easier come to think of it, but this is using a modified duplicate of the monster lock, only being activated when touching a tile instead of checking for number of monsters on screen.
 

Mihoshi20

Member
My new project Trial by Fire is coming along nicely. Still rough around the edges though as I've been playing more with the level design and concept. It still needs monster variety, player graphics, and a few bug fixes. Still fun to show off the progress though. Also trying out a new screen bezel for the videos but I don't like it much, would rather have an NESmaker themed one.

https://www.youtube.com/watch?v=7_p_byf4UJk
 

CutterCross

Active member
Mihoshi20 said:
My new project Trial by Fire is coming along nicely. Still rough around the edges though as I've been playing more with the level design and concept. It still needs monster variety, player graphics, and a few bug fixes. Still fun to show off the progress though. Also trying out a new screen bezel for the videos but I don't like it much, would rather have an NESmaker themed one.

https://www.youtube.com/watch?v=7_p_byf4UJk
I like the new bezel, but I really don't like the warped CRT effect on the video. Artificial CRT filters aren't really something I like in general, like on the NES and SNES classic editions - I never use them.

Anyway, nice to see this game coming along! Some suggestions: Use different colored assets to differentiate stuff that dissapears or stays when you hit the button, like maybe blue or red fire. That'll help keep some consistancy and also lends itself to more puzzle elements.
 

Mihoshi20

Member
CutterCross said:
I like the new bezel, but I really don't like the warped CRT effect on the video. Artificial CRT filters aren't really something I like in general, like on the NES and SNES classic editions - I never use them.

Anyway, nice to see this game coming along! Some suggestions: Use different colored assets to differentiate stuff that dissapears or stays when you hit the button, like maybe blue or red fire. That'll help keep some consistancy and also lends itself to more puzzle elements.

The CRT effect is something I'm trying out for fun. Not sold on it myself and i actually toned it down a bit as there was also an addition that added occasional signal blinks and distortions that were very distracting, but I wanted something different then the usual presentation. However ultimately I think you're right as I too rather prefer the cleaner image of sharp pixels. Was still fun to play with though and was the best CRT simulation I'd seen and many of them are beyond horrible. The one in MAME comes to mind specifically.

I'd considered that same though, but really I want the point to me that the player doesn't know which flames will stay and which will vanish when they hit the trigger, though I have considered making them a different graphic as I plan to remake the fire graphic anyhow as I don't like the original so far and it's not clear where the hitbox edge is for them. Also never liked the floor being just black as it was always designed to be tiled but I ran out of palettes. Considered making the HUD the flame color to free up the sub-pal slot but didn't like how it looked with all the blue. I may revisit all the color choices and make the bottom edges of walls the fire color and just give everything a fiery glow but I also want the lava and everything else dangerous to be a clear focus to the player with few distractions. We'll see how it goes overall.

If I was better at assembly, I'd also do flames on timers and pushable blocks but that's beyond me at this point.
 
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