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PostPosted: Tue Apr 18, 2017 12:10 pm 
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Ludum Dare is coming up this weekend. I'm working on a big project, but intend to knock up a quick nes puzzle game on the side around the theme.

Who else is in?


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PostPosted: Fri Apr 21, 2017 11:16 am 
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Man, I haven't done Ludum Dare in like a decade. Maybe I'll give it another shot this weekend.

Any musicians interested in teaming up?


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PostPosted: Fri Apr 21, 2017 4:34 pm 
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I'll be doing it. Not sure exactly what kind of game I'm going for, but I'll definitely be making an NES game. Probably going to try my hand at a cc65 project this time. (Most of what I've done in the past has been pure ASM.)

Using this as a base: https://github.com/cppchriscpp/nes-c-boilerplate

Looking forward to seeing other retro entries again!


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PostPosted: Fri Apr 21, 2017 6:29 pm 
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I'll stream on https://www.twitch.tv/pubby8

Dunno if I'll make anything though. Might quit in a few hours.


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PostPosted: Sat Apr 22, 2017 12:05 am 
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Sounds excellent!

The theme is "a small world". I have no ideas yet, but I have a nice CC65 framework set up for when I (eventually) do.

I look forward to seeing what you two make.


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PostPosted: Sat Apr 22, 2017 3:00 am 
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Here's what i have so far - not sure what I'm building yet though. Maybe nothing too original.

Attachment:
small_world.22-04-2017@10-40-44.08-0.png
small_world.22-04-2017@10-40-44.08-0.png [ 1.62 KiB | Viewed 1034 times ]


This is loading levels built in tiled and compressed to the same format as Sumez's level editor.

ccpchrisccp - I checked out your boilerplate code, nice choice with MMC1! Does MMC1 allow for switching of nametable mirroring while the cart is running?


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PostPosted: Sat Apr 22, 2017 6:20 am 
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Yes it does! There's actually a function in boilerplate to do that: set_mirroring(MIRROR_VERTICAL|MIRROR_HORIZONTAL)

If I get time I may be using that for some cheap scrolling between screens.

Also I like your graphics - I'm about to the same point with loading levels, however my graphics currently look like hot garbage. Oh well, enough to build some mechanics on, at least.


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PostPosted: Sat Apr 22, 2017 7:21 am 
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Stream is going back up. https://www.twitch.tv/pubby8


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PostPosted: Sat Apr 22, 2017 8:57 am 
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ccpchrisccp - thanks! I'll have to check out that code. MMC1 is one of those that switches the whole bank as well, is that right? I quite like the idea of that, as it seems you could make something with two split game types quite easily.

pubby - I checked out your stream, I look forward to seeing what you put together, that engine you posted a while ago was great. I was flicking through and think I saw some kind of awesomely complex build chain?

Here's where I am so far - we have full physics with collision. They're not optimised - pressing select will show the frame time - and most of that is taken by pulling individual tiles out of storage as I don't use a separate collision map.

Any comments welcome. I've tried to go with an exaggerated loony toons feel for the character. The sprites are quite rough still.


Attachments:
ludum_dare.22-04-2017@16-22-26.12.nes [64.02 KiB]
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PostPosted: Sat Apr 22, 2017 9:23 am 
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I realised I'd actually bracketed out the deceleration, so that has more instant twitch controls then I was expecting.

Here it is with proper deceleration!

Attachment:
ludum_dare.22-04-2017@17-20-44.87.nes [64.02 KiB]
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PostPosted: Sat Apr 22, 2017 8:13 pm 
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Quote:
Any comments welcome. I've tried to go with an exaggerated loony toons feel for the character. The sprites are quite rough still.

It looks great! I hope you finish :)


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PostPosted: Sun Apr 23, 2017 12:41 am 
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I absolutely dig the style of the animation. Looks superb.

_________________
http://www.mojontwins.com


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PostPosted: Sun Apr 23, 2017 4:48 am 
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Thanks!

I've been working on the main trick of the game all morning and it's getting there...

Attachment:
ludum_dare.23-04-2017@12-42-00.83-0.png
ludum_dare.23-04-2017@12-42-00.83-0.png [ 1.03 KiB | Viewed 873 times ]


How is everyone else doing?


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PostPosted: Sun Apr 23, 2017 3:11 pm 
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Here's the current build - gravity is working, and the frame of the map is there. I've got about 7 screens to do and then tying the whole thing together with pickups and win fail states.

Any comments welcome, especially if you find yourself getting stuck in walls or something similar.

Select is also set to switch your gravity manually as debug.

Attachment:
ludum_dare.23-04-2017@23-04-00.11.nes [64.02 KiB]
Downloaded 28 times


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PostPosted: Sun Apr 23, 2017 3:32 pm 
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Really nice idea, reminds me of some of the 2D stages in Mario Galaxy, and I can totally see it expanding into a bigger game.

I got stuck in the room under the number 19, when standing on the floor with "regular" gravity and leaving to the left you end up inside a wall.
Also the tree on the room where you start has some funny collision detection, I can sort of provoke it by jumping into it from a bit to the right, angling it so that the jump arc connects with the corner of the tree. A wild guess says it could be caused by an open area that's lower than your character's bounding box? Classic issue.


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