Nova the Squirrel 2 (WIP)

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d4s
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Re: Nova the Squirrel 2 (WIP)

Post by d4s » Sun Feb 09, 2020 4:48 am

Just wanted to drop by and say that this looks very promising!
Maybe the animations could be more dynamic and impactful, but I know from experience that when doing everything yourself,
you have to draw a line somewhere, because else, the game would never get done.

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NovaSquirrel
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Re: Nova the Squirrel 2 (WIP)

Post by NovaSquirrel » Sun Feb 09, 2020 3:33 pm

d4s wrote:
Sun Feb 09, 2020 4:48 am
Just wanted to drop by and say that this looks very promising!
Maybe the animations could be more dynamic and impactful, but I know from experience that when doing everything yourself,
you have to draw a line somewhere, because else, the game would never get done.
Thanks! I do want to go back and touch up the animations at some point, but due to the sheer amount of art involved I want to wait until I'm better at pixel art, so I can get better shading and such in at the same time.

Another potential issue is that I don't want animations to modify the hitbox of the player too much, since that sounds really annoying.

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NovaSquirrel
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Re: Nova the Squirrel 2 (WIP)

Post by NovaSquirrel » Thu Mar 05, 2020 5:32 pm

Image
I have most of a dialog engine implemented! I can have any number of arbitrary 2bpp images as the background, put level blocks and text on top of it, and then place NPCs (who are automatically converted made into 8x8 tiles from a PNG, skipping empty tiles).

This dialog screen is actually the first place I'm using windows so far, to disable the scrolling background for the rectangle that the dialog picture takes up so that the 4-color background underneath can show through.

Image
I also drew a Nova portrait I'm happy with, for dialog purposes.

I'm also now actually compressing some things with the LZ4 algorithm. I can tag any tileset/graphic as being compressed and it'll all happen transparently when that tileset is loaded.

I've been playing around with enemy stuff a bit, including a new fox enemy that behaves more creature-ish, and indicators for when a cannon is about to fire, in the form of a spinning small version of the ammo.

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I intentionally put the ice block "bug" back! Last time I just "forgot" to put code in to fix it, this time I had to actually check for the circumstances that caused it and make it happen.

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NovaSquirrel
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Re: Nova the Squirrel 2 (WIP)

Post by NovaSquirrel » Fri Jul 03, 2020 2:27 pm

Image
I've been playing with HDMA a bit, including some parallax scrolling.

I've been playing with a second foreground layer a bit, which was surprisingly straightforward to code. Just had to add some more collision checks, and also keep track of what's standing on it so that it can be moved the same amount the second foreground layer moves. It basically is a giant moving platform. (Gif of an earlier second foreground test, which was horizontal)

I played around with color math for a translucency effect, trying to make a better attempt at colored glass than in Nova the Squirrel 1, but I'm still unsure how well it turned out. I tried averaging the layers but adding seems to work better.

There's also the ability to reorganize items on the inventory screen and some locks and keys.

I tried a Lakitu-like enemy, using the same priority quirk the NES has.

Pushable blocks from the first game return, as well as versions that clone themselves up or down and versions without gravity.

Erockbrox
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Re: Nova the Squirrel 2 (WIP)

Post by Erockbrox » Sat Jul 04, 2020 12:55 am

Your work is absolutely outstanding! Some of the best SNES homebrew that I've seen. You are a brilliant coder! All I ask is the following:

1) Do a physical release of your Nova 2 game on kickstarter.

2) Allow anyone to use the engine to make their own games and make the engine super user friendly and easy to use.

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