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PostPosted: Wed Sep 05, 2018 2:15 am 
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Joined: Mon Nov 06, 2006 9:34 am
Posts: 169
Location: Potsdam, Germany
Hey, y'all!

It's been a while. I teamed up with an artist and we've been working on a new game for the past 3-ish years.

Well, it's finished and we are now raising funds for cartridge production via Kickstarter.

https://www.kickstarter.com/projects/morphcat-games/micro-mages-a-new-game-for-the-nes

Features:
- vertically scrolling platformer
- wall jumps!
- 1-4 players, cooperate or compete for score
- boss battles
- secrets/replay value
- carefully optimized for NROM (32KB code, 8KB graphics)


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PostPosted: Wed Sep 05, 2018 3:46 am 
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Location: Denmark (PAL)
This looks great! Hoping your Kickstarter succeeds. I think you are asking for very little. :)

I assume cartridges are shipped from Germany (or somewhere in EU at least), right?


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PostPosted: Wed Sep 05, 2018 4:13 am 
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Location: Potsdam, Germany
Thank you, Sumez!

Yes, we are lucky. Europe seems to be great for print and the artist has a lot of knowledge in that area, which allows us to offer a very reasonably priced CIB.

Indeed, all rewards are going to be shipped from Germany.


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PostPosted: Wed Sep 05, 2018 4:55 am 
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Location: Denmark (PAL)
I absolutely love your vide on storage management! I especially found it interesting how you use shifted symetric designs for your maps. It feels like a pretty severe limitation "just" to save 50%, but I bet it had an interesting effect on how stages are perceived as well.
The first part about sprite design is really useful if I ever want to introduce a pixel artist to NES graphics, though.
The only "problem" is that I think you're very fast at glancing over what's so unique about an NROM cartridge, and why it's cool that this game is going for it.

https://www.youtube.com/watch?v=ZWQ0591PAxM

Shared the Kickstarter with a bunch of guys and I think it got you at least a few more backers. :P I think you'll have no trouble meeting the goal.


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PostPosted: Wed Sep 05, 2018 7:54 am 
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Joined: Tue Jun 24, 2008 8:38 pm
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Location: Fukuoka, Japan
Long time no see!

It's great to see something new after all this time. And there are bats too ;)

Hope it succeed, looks good!


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PostPosted: Wed Sep 05, 2018 10:35 am 
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Location: Canada
It's finally here! :) Best of luck with the campaign!


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PostPosted: Wed Sep 05, 2018 1:35 pm 
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Joined: Tue Aug 28, 2018 8:54 am
Posts: 38
Location: Edmonton, Canada
Congrats on successful campaign!


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PostPosted: Wed Sep 05, 2018 4:37 pm 
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Location: Rio de Janeiro - Brazil
This looks AWESOME, specially considering the limitations of NROM! I don't know how you managed to fit so many *good* graphics on such a small space! Congratulations!


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PostPosted: Wed Sep 05, 2018 4:39 pm 
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Sumez wrote:
https://www.youtube.com/watch?v=ZWQ0591PAxM

This is awesome -- and a wonderful example of good and clever engineering. "Every bit counts". Be proud! :-)


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PostPosted: Wed Sep 05, 2018 6:03 pm 
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Sumez wrote:
https://www.youtube.com/watch?v=ZWQ0591PAxM

I feel like this video is meant for the general public, seeing as most of us developers already know about these tricks. The only real revelation in the video was the technique used to break the symmetry of the background while still using half the bytes to represent each screen. That was pretty cool. I'm still very impressed that this game fits in 40KB... knowing that it uses only 512 tiles and still looks this good and animates this well is the most amazing part.


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PostPosted: Wed Sep 05, 2018 6:58 pm 
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Location: Fukuoka, Japan
oh, you already reached your goal! Congratulation ;)


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PostPosted: Wed Sep 05, 2018 9:54 pm 
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Location: Rio de Janeiro - Brazil
The symmetrical background thing made me think of the Atari 2600, where the playfield is always symmetrical unless you modify the playfield pattern mid-scanline (which is very heavy on CPU and memory!), but you can still create more interesting backgrounds by changing the symmetry mode between repeated and reflected on different sections of the screen, and also using the ball object to draw extra walls. It's not the exact same thing that Micro Mages does, but the end result is similar, an environment that doesn't look or feel boring, but conserves hardware resources.


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PostPosted: Thu Sep 06, 2018 11:00 am 
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Location: Tampere, Finland
Seriously impressive!

What software did you use to make that tech video?

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Download STREEMERZ for NES from fauxgame.com! — Some other stuff I've done: fo.aspekt.fi


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PostPosted: Thu Sep 06, 2018 4:16 pm 
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Location: Gothenburg, Sweden
Could be something else, but all those video animations can be done with adobe afterEffects, which is pretty much the industry standard for video animation and infographics.

--

Congrats on the successful campaign!! The game looks even greater than i dared hope. :)

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PostPosted: Thu Sep 06, 2018 6:01 pm 
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Location: Fukuoka, Japan
Is there a demo? Would love to see it in action.


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