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 Post subject: Lunar Limit (Ludum Dare)
PostPosted: Sun Apr 23, 2017 10:14 am 
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The game I made for this week's Ludum Dare is called Lunar Limit. It's an early 1980s-esque arcade shooter about blasting space ships and dodging bullets. In the game, you're in control of a miniature version of planet earth; "Mini Earth", and must use your faithful satellite; "The Moon Cannon", to survive.

Controls:
  • DPad - Move Earth
  • A/B - Rotate moon
  • Select - Use Powerup

Let me know if you find any serious bugs before I submit it to the Ludum Dare website. :wink:

ImageImage

Video: https://www.youtube.com/watch?v=hya0hYITBwQ

Enjoy!

Edit: I've fixed a rarely-occuring crash and have uploaded a second rom.


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Last edited by pubby on Tue Apr 25, 2017 9:03 pm, edited 2 times in total.
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PostPosted: Sun Apr 23, 2017 11:18 am 
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Nice job. I'm especially impressed at how effortlessly it gets really hectic without slowdown or annoying consequences in the gameplay.


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PostPosted: Sun Apr 23, 2017 11:54 am 
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This game is pretty fun.


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PostPosted: Sun Apr 23, 2017 12:32 pm 
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Interesting way to aim, and I remember that "infinite bullets" idea. :) The mini earth is cute.

I like it.

As for bugs, after the PPU warmup I notice there is one frame of "random" (uninitialized) sprites before the game starts. Seems to indicate that your OAM buffer in RAM is not initialized. If it's just that, it's probably inconsequential, but if you're not initializing the rest of RAM you might want to.

It also seems that you can pass through ships (but not bullets). That's probably not a bad design, just I was surprised by it.


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PostPosted: Sun Apr 23, 2017 12:38 pm 
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pubby wrote:
Controls:
  • A/B - Rotate moon
  • Select - Use Powerup

Consider adding "D-Pad - Move Earth" to your list of controls.

(I tried the game out before clicking on the video. I don't usually think of the Earth as being able to move, and I didn't try pressing the D-Pad until after several Game Overs.)


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PostPosted: Sun Apr 23, 2017 3:27 pm 
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This is ace. Love the use of the nametables, too.


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PostPosted: Sun Apr 23, 2017 6:46 pm 
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This is awesome; I love it! I like the infinite bullets to allow for greater control of your tiny world.

Always nice to see another entry for older consoles. I'll be sure to poke at it again once voting goes live.


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PostPosted: Mon Apr 24, 2017 8:49 pm 
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Thanks for the comments everyone. :beer: :)

I wrote a short article on the danmaku.nes bullet code for the Ludum Dare blog. It's written for non-nesdev people and there's a bit of hyperbole and bombast in there to make it sound more interesting/technical than it really is, but if you're interested here's a link:

https://ldjam.com/events/ludum-dare/38/ ... cal-part-1

Quote:
Consider adding "D-Pad - Move Earth" to your list of controls.

Haha. Whoops!

Quote:
As for bugs, after the PPU warmup I notice there is one frame of "random" (uninitialized) sprites before the game starts. Seems to indicate that your OAM buffer in RAM is not initialized. If it's just that, it's probably inconsequential, but if you're not initializing the rest of RAM you might want to.

Should be fixed in the version on the LD site.


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PostPosted: Mon Apr 24, 2017 8:53 pm 
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This looks outstanding!


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PostPosted: Tue Apr 25, 2017 11:40 am 
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This is really neat!

I'll be honest, when I first saw the danmaku demo using nametables for bullets, I didn't see what the purpose of it was, especially with the non-smooth movement. But here it totally makes sense; the shakiness actually helps the enemy projectiles to stand out, and making the background out of sprites solves the problem of not having any nametables to work with. The added camera drift completes the effect nicely. Color me impressed!


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PostPosted: Tue Apr 25, 2017 10:12 pm 
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The technical aspect of this game is insane :shock:

Really impressive work!

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