Nova the Squirrel 2 (WIP)

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lidnariq
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Re: Nova the Squirrel 2 (WIP)

Post by lidnariq » Sun Sep 06, 2020 12:28 am

... OH. I have "Smart Referer" installed.

nocash
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Re: Nova the Squirrel 2 (WIP)

Post by nocash » Sun Sep 06, 2020 3:55 am

Thinking about grid-free player movement with gridded blocks. That could look as shown below.
It's using two simple rules: When pushing a block north,
1) player must be heading north +/-45 degrees
2) player must be within +/-40 percent of the block width
If that isn't the case, ignore the vertical movement apply horizontal movement only (as shown in the two bold horizontal lines).
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olddb
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Re: Nova the Squirrel 2 (WIP)

Post by olddb » Sun Sep 06, 2020 10:00 am

Looking good!
...

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NovaSquirrel
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Re: Nova the Squirrel 2 (WIP)

Post by NovaSquirrel » Mon Sep 07, 2020 8:01 pm

I've been playing around with different ways of making the Mode 7 stages feel better. I'm also giving git branches their first real use in exploring these different solutions. Making it not aligned to the grid seems like it has promise but could cause its own issues? I feel like I might want the ability to snap to angles there.

Another good option seems to be just using the original movement but making turns take twice as long.

Letting player turns happen immediately at 90 degrees but have the camera catch up felt unintuitive, though maybe that would require me to draw the other directions to be able to figure it out, or I might not have implemented the right things well enough.

I wonder what specific aspects of Blue Sphere works. In any case I think I'm going to provide the option to use a top-down perspective instead and have it look like regular Chip's Challenge, if the player prefers that.

none
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Re: Nova the Squirrel 2 (WIP)

Post by none » Tue Sep 08, 2020 3:30 am

Maybe making the background curved by offsetting the matrix transforms a bit per row would work? It would make it more sonic-y...

Image

Image

(curves the wrong way, but you get the idea)

Also maybe you can make your checkerboard pattern larger?

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NovaSquirrel
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Re: Nova the Squirrel 2 (WIP)

Post by NovaSquirrel » Tue Sep 08, 2020 10:32 pm

I don't think making it feel more like Blue Sphere aesthetically is important, unless you think the curve helps to make it easier on the eyes? I mostly meant that it must have some design decisions that make it fine, since I haven't really seen people complain about Blue Sphere's turning.

What I probably should do, in addition to any camera stuff I decide, is to make sure that the level design itself isn't set up to require the player to turn unnecessarily. I'm also trying out having left/right strafe and L/R turn, to emphasize strafing. That seems to improve it a little?

creaothceann
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Re: Nova the Squirrel 2 (WIP)

Post by creaothceann » Wed Sep 09, 2020 12:17 am

NovaSquirrel wrote:
Mon Sep 07, 2020 8:01 pm
Making it not aligned to the grid seems like it has promise
Add support for the mouse and it might feel like a modern 3D game :P
NovaSquirrel wrote:
Tue Sep 08, 2020 10:32 pm
I don't think making it feel more like Blue Sphere aesthetically is important, unless you think the curve helps to make it easier on the eyes?
I don't think it's possible to add a horizontal curvature with Mode 7. The Sonic screen was made with tiles on a regular background.
My current setup:
Super Famicom ("2/1/3" SNS-CPU-GPM-02) → SCART → OSSC → StarTech USB3HDCAP → AmaRecTV 3.10

none
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Re: Nova the Squirrel 2 (WIP)

Post by none » Wed Sep 09, 2020 2:38 am

I don't think making it feel more like Blue Sphere aesthetically is important, unless you think the curve helps to make it easier on the eyes? I mostly meant that it must have some design decisions that make it fine, since I haven't really seen people complain about Blue Sphere's turning.
It really was just an idea you could try out without going through lots of trouble. Definitely not a must aesthetically. I can imagine it could also turn out very awkward / disorienting when the camera is rotating.

About what makes the design of Blue Sphere feel good, it probably has to do with fine-tuned timings, the fact that it has lots of sprites for the spheres, big patches for the checkerboard pattern, great color choices, the visible horizon, and maybe more stuff I can't think of right now.

Your version with the slower turning camera, and movement still restricted to the grid, also already feels much better imo. Maybe you can also stick with that one and just add some easing on the turning / movement animations, and maybe add sprites for the player character looking left or right when turning so that you can have the camera "lag behind" a bit. If you want to keep the stages more puzzle-oriented, this approach can work very well.
What I probably should do, in addition to any camera stuff I decide, is to make sure that the level design itself isn't set up to require the player to turn unnecessarily. I'm also trying out having left/right strafe and L/R turn, to emphasize strafing. That seems to improve it a little?
This also sounds good, this is just like the movement scheme in Contra III. In that game, you can also double-tap L and R to turn faster.

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Señor Ventura
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Re: Nova the Squirrel 2 (WIP)

Post by Señor Ventura » Wed Sep 09, 2020 6:10 am

NovaSquirrel wrote:
Tue Sep 08, 2020 10:32 pm
I mostly meant that it must have some design decisions that make it fine, since I haven't really seen people complain about Blue Sphere's turning.
Well... What about 256 colors? :P

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Re: Nova the Squirrel 2 (WIP)

Post by tepples » Wed Sep 09, 2020 6:21 am

A better reference for a curved Mode 7-style floor is the cylinder-shaped floor of any Animal Crossing game on the DS or later. But I don't know how compatible that'd be with a behind-the-player camera, seeing as the AC games I've played have the camera always pointing due north while outside and not talking to an NPC.

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