Project DART

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CutterCross
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Project DART

Post by CutterCross » Wed Jul 08, 2020 4:35 pm

Project DART is now finished and ready for release!

Image

I made this game to try and see what new mechanics and developments I could pull off in NESmaker 4.1.5. Needless to say, I've implemented things I never would have thought possible a few months ago. It's been a wild ride, and I've learned a lot about NESmaker's codebase and NES hardware in general.

First of all, I have to give a special thanks to Dale Coop, Jorotroid, Kasumi, and FrankenGraphics for their scripts on the forum and helping me through some of the more advanced mechanics I've implemented.



FEATURES:

This game makes use of the following features (Advanced / uncommon for NESmaker):

- Horizontal mirroring
- FAST vertical and horizontal "scrolling" (PPU window movement and 2nd nametable loading)
- Infinite screen-wrapping
- Parallax scrolling (using palette cycling)
- Palette fades
- Randomly generated object spawns
- Simultaneous 2 player co-op
- Player jumping with depth
- Custom special screens / menus / options
- High score tracker
- Character selection
- Moving status bars (using sprite-0 detection)
- Color palette options
- Looping DPCM sample playback (used for melodic sustained DPCM bass)
- Raw 7bit PCM sample playback (used for voice samples)



Image Image Image



GAMEPLAY:

Project DART is a simple arcade-style game where you attempt to rack up a high score by avoiding as many incoming walls as possible. Select your character and hit the road! You can perform wheelies on your motorcycle to further increase your score, but you cannot move vertically when holding one. A 2nd player can join in to compete for the highest score, and both your high scores are shown after a game over.

There are also some fun extras in the options menu, such as a sound test, palette change options, and a multi-directional scrolling test.

There's not much to this game, but it was a fun exercise to see what I could pull off in NESmaker 4.1.5. I hope you all enjoy playing it!



DOWNLOADS:

Version 1.0:
Last edited by CutterCross on Wed Jul 08, 2020 7:04 pm, edited 1 time in total.
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CutterCross
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Re: Project DART

Post by CutterCross » Wed Jul 08, 2020 4:41 pm

Also here are links to full gameplay footage and the WIP development topic on this forum:



Development topic: https://www.nesmakers.com/viewtopic.php ... 473#p26473
weapon121
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Re: Project DART

Post by weapon121 » Wed Jul 08, 2020 8:32 pm

Great work man! Crazy the stuff you can do when you actually know what you are doing, LOL.
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Woogz
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Re: Project DART

Post by Woogz » Wed Jul 08, 2020 8:46 pm

Wow. The amount of features you managed to cram into such a small amount of space is very impressive. The walls making different sounds to indicate which type it is was a really nice touch.
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CutterCross
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Re: Project DART

Post by CutterCross » Wed Jul 08, 2020 8:47 pm

Woogz wrote:
Wed Jul 08, 2020 8:46 pm
Wow. The amount of features you managed to cram into such a small amount of space is very impressive. The walls making different sounds to indicate which type it is was a really nice touch.
I got that idea from a couple beta testers talking about doing blindfolded runs, so I added the wall SFX option in the options menu for that, hahaha.
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jsherman
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Re: Project DART

Post by jsherman » Wed Jul 08, 2020 8:55 pm

This is some crazy good professional-grade work! Great followup to Tower of Turmoil.
You've got an awesome track record! :)
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CutterCross
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Re: Project DART

Post by CutterCross » Wed Jul 08, 2020 9:19 pm

jsherman wrote:
Wed Jul 08, 2020 8:55 pm
This is some crazy good professional-grade work! Great followup to Tower of Turmoil.
You've got an awesome track record! :)
Well there was that one thing I did with the clock and first person maze movement, but we don't talk about that one, haha.
Riyan
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Re: Project DART

Post by Riyan » Wed Jul 08, 2020 9:21 pm

Very nice game! Here's how it looks like on the NES, I had to change the color palette because the I felt like the red colors were hard to see especially when playing on a CRT. Or it could just be me, I don't know.
Good job nonetheless!
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mouse spirit
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Re: Project DART

Post by mouse spirit » Thu Jul 30, 2020 4:03 am

Really great. The voice scared me so much the first time i heard it! Very cool stuff cutter.Solid project.Great music.The game was great.
Are the walls forever randomized? Or is there a pattern? I got to 10,000 points and decided that was it but i really appreciate the endlessness also.Very cool.
I am game, hear me blip.

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Forum link viewtopic.php?f=51&t=5278
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CutterCross
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Re: Project DART

Post by CutterCross » Thu Jul 30, 2020 5:27 am

mouse spirit wrote:
Thu Jul 30, 2020 4:03 am
Really great. The voice scared me so much the first time i heard it! Very cool stuff cutter.Solid project.Great music.The game was great.
Are the walls forever randomized? Or is there a pattern? I got to 10,000 points and decided that was it but i really appreciate the endlessness also.Very cool.
The walls are indeed randomized. There's an routine that randomly selects what kind of wall to spawn. Upper wall, Lower wall, Short long wall, or nothing. There's a bunch of extra logic in that routine so the spawns don't end up being impossible to maneuver around, but that's the main gist of it. And yes, the game is endless (until both players die).

And thanks, this was fun to work on and mess with new stuff!
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