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PostPosted: Fri Jul 21, 2017 5:26 pm 
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Location: Poland
Game made in my spare time when I tried to do randomly moving opponents (May not work properly, but something came out). Simple game, time flies, you have to collect coins and avoid opponents.


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mazegame.nes [256.02 KiB]
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File comment: Version with a different graphics, but hard to fine-tune the graphics of opponents / monsters.
mazegame_tst.jpg
mazegame_tst.jpg [ 113.21 KiB | Viewed 8762 times ]
mazegame.jpg
mazegame.jpg [ 93.18 KiB | Viewed 8763 times ]


Last edited by sdm on Tue Jan 08, 2019 4:59 am, edited 9 times in total.
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PostPosted: Sat Jul 22, 2017 6:36 pm 
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It should give an extra life for every maze completed, or at least some way to earn them (only got past three levels).


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PostPosted: Sun Oct 22, 2017 2:11 pm 
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Joined: Tue Apr 11, 2006 4:08 am
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Location: Poland
Simple arcade game demo/concept:


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superoman_001.jpg
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superoman.nes [256.02 KiB]
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Last edited by sdm on Tue Aug 07, 2018 9:33 am, edited 4 times in total.
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PostPosted: Thu Nov 23, 2017 5:00 am 
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Location: Poland
Another maze-game style game, this time a slightly different gameplay. Graphics and music are temporary. Will anything come out of this demo, then we will see with time. In this demo I tried to do some random movement of opponents on the screen, which additionally takes into account where the player is located on the screen.


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pacstyle.nes [256.02 KiB]
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pacstyle_001.jpg
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PostPosted: Thu Nov 23, 2017 3:19 pm 
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Joined: Wed Sep 21, 2016 8:55 am
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Location: Calgary.Alberta,Canada
Nice


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PostPosted: Fri Nov 24, 2017 12:44 am 
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Location: World 9 - Warp Zone
I was testing your "Pacman style game". It´s very nice!

I love this kind of "maze-games". Do you plan to develop a complete game of this theme?

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PostPosted: Fri Nov 24, 2017 2:46 am 
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Location: Poland
Hard to say. All programming is fun for me in my free time, I like to mix and try different solutions related to it. But both demos the bomber-style and the pacman-style I would like to finish - everything depends on how the graphics and music will come out. I would like to create something cool visually.


Last edited by sdm on Tue Jan 08, 2019 5:11 am, edited 4 times in total.

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PostPosted: Fri Nov 24, 2017 11:06 am 
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Location: Calgary.Alberta,Canada
I'd also like to see you continue with the Pacman style game.


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PostPosted: Thu Apr 19, 2018 3:26 am 
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Location: Poland
Bomber-Style, nesasm3
Cybroitek, nesasm3


Attachments:
Cybroitek_2018-12-28-v5_demo.nes [256.02 KiB]
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cybroitek2.png
cybroitek2.png [ 64.89 KiB | Viewed 3042 times ]
demo12_2018-05-24_001.png
demo12_2018-05-24_001.png [ 264.42 KiB | Viewed 3739 times ]
demo12_2018-05-24.nes [256.02 KiB]
Downloaded 138 times


Last edited by sdm on Fri Dec 28, 2018 5:53 am, edited 16 times in total.
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PostPosted: Tue Jun 05, 2018 3:47 am 
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Location: Poland
1. Studnia The Game (NESASM3)
Collecting coins, avoiding enemies, you need to carefully analyze the movements, so you do not get past the coins, every 8 levels summary / result (one world = 8 levels). One level early demo test (the next ones are incomplete).

2. Untitled open-world game (NESASM3)


Attachments:
untitled_demo_sword.nes [512.02 KiB]
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untitled_demo_2018-06-01_001.jpg
untitled_demo_2018-06-01_001.jpg [ 66.36 KiB | Viewed 5316 times ]
studnia_demo_2018-06-13-0.nes [256.02 KiB]
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studnia_test.jpg
studnia_test.jpg [ 34.68 KiB | Viewed 5834 times ]


Last edited by sdm on Sat Aug 04, 2018 3:39 pm, edited 5 times in total.
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PostPosted: Tue Jun 05, 2018 9:11 am 
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I know this is work in progress but Studnia has an excellent, climatic theme and I like expressive animations.
Adding an ability to jump would be nice to see, but I assume that is a part of the games charm.
I like animated coins...but animation seems incomplete?
Overall, I can see a good potential in the game keep up the good work :)


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PostPosted: Tue Jul 31, 2018 4:18 am 
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Location: Poland
thanks :) I hope that someday I will be able to finish one of these games :)

- Jet Set Willy style, early concept (NESASM3)

- Shoot 'Em Up game concept (NESASM3)

- Chaseballs - early concept (NESASM3)

Simple rule - we have to collect a certain amount of items on the screen, avoid opponents. The red fastest, green and blue opponents are slow, so you have to block those fast ones with slow ones.


Attachments:
jetnes.nes [256.02 KiB]
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ShootEmUp.nes [128.02 KiB]
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JET_SHUMP.jpg
JET_SHUMP.jpg [ 60.75 KiB | Viewed 4070 times ]
chaseballs.nes [256.02 KiB]
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chaseballs_001.jpg
chaseballs_001.jpg [ 51.75 KiB | Viewed 4461 times ]
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PostPosted: Tue Jan 08, 2019 5:10 am 
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Location: Poland
Pseudo AI demo (NESASM3)

The opponent has a field of view, and when we appear in its range, it starts chasing us. The square is the place where the last time the opponent noticed us - you can hide behind the walls to escape him. When the opponent reaches the place where he last saw us - then he stops tracking us.

Pseudo AI demo 2 (NESASM3) - A few changes. Small squares (first enemy1 only) are visualization of the rays fired to detect our player (field of view simulation). Opponents only remember their place of noticing our character, earlier it was one for everyone (big square - now it is only a visualization of this place for the first opponent/enemy1. The others are not visible).


Attachments:
alien_demo.nes [256.02 KiB]
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alien_demo_001.jpg
alien_demo_001.jpg [ 109.6 KiB | Viewed 24 times ]
ai_enemies_test_demo_2c.nes [256.02 KiB]
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ai_enemies_test_demo.nes [256.02 KiB]
Downloaded 12 times
ai_enemies_test_demo_2_001.jpg
ai_enemies_test_demo_2_001.jpg [ 37.95 KiB | Viewed 503 times ]
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