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Super Uwol released for free
Posted: Wed Dec 13, 2017 6:08 am
by na_th_an
Hello. We have decided to release Super Uwol as a free ROM download at last.
Game card & info:
http://www.mojontwins.com/juegos_mojono ... -uwol-nes/
Direct download:
http://www.mojontwins.com/juegos/mojon- ... r-uwol.nes
We have also uploaded the source code to a public git repository at
https://github.com/mojontwins/SuperUwol_NES
Hope you like it!
Re: Super Uwol released for free
Posted: Wed Dec 13, 2017 9:55 am
by dougeff
Cool!
Re: Super Uwol released for free
Posted: Wed Dec 13, 2017 11:21 am
by nesrocks
You guys are incredible! Solid, fun and intuitive gameplay.
Re: Super Uwol released for free
Posted: Wed Dec 13, 2017 1:15 pm
by OmegaMax
Cool,thanks
Re: Super Uwol released for free
Posted: Thu Dec 14, 2017 1:53 pm
by team_disposable
This is great! And it has really excellent music! Thanks! I look forward to trying out two player.
Re: Super Uwol released for free
Posted: Tue Dec 19, 2017 1:38 pm
by sdm
Great game. A very good method to avoid the sprite overflow problem
Re: Super Uwol released for free
Posted: Tue Dec 19, 2017 6:06 pm
by krzysiobal
But the physics behind jumping (slow increase in jumping speed) is really annoying. Why not doing it like in SMB?
Re: Super Uwol released for free
Posted: Tue Dec 19, 2017 6:20 pm
by rainwarrior
sdm wrote:A very good method to avoid the sprite overflow problem
What method are you referring to?
Also, what is a corshoneta?
Re: Super Uwol released for free
Posted: Wed Dec 20, 2017 1:24 am
by sdm
rainwarrior wrote:sdm wrote:A very good method to avoid the sprite overflow problem
What method are you referring to?
Also, what is a corshoneta?
The coins are not permanently in one position in OAM, they are constantly changing. Thanks to this they all flicker when there are a lot of them, but they do not disappear completely from the screen.
Probably it has been used many times before, but I did not notice it before.
Besides, I do not know many interesting things about NES programming yet.
Re: Super Uwol released for free
Posted: Wed Dec 20, 2017 2:44 am
by tokumaru
sdm wrote:The coins are not permanently in one position in OAM, they are constantly changing. Thanks to this they all flicker when there are a lot of them, but they do not disappear completely from the screen.
That's... well, the
standard way to do it. Hardcoding objects to OAM is a very bad thing to do, and only absolute beginners will do it.
Re: Super Uwol released for free
Posted: Wed Dec 20, 2017 4:17 am
by nesrocks
krzysiobal wrote:But the physics behind jumping (slow increase in jumping speed) is really annoying. Why not doing it like in SMB?
Surely you meant smb3? I don't like smb physics. Who cares what I like? My point is, it's personal, and the physics in this game didn't bother me at all, every game has its own.
Re: Super Uwol released for free
Posted: Wed Dec 20, 2017 7:21 am
by Bregalad
tokumaru wrote:
That's... well, the standard way to do it. Hardcoding objects to OAM is a very bad thing to do, and only absolute beginners will do it.
I agree, but I'd still note that for instance when I reverse engineered Rad Racer I was surprised to see that some of the sprites for e.g. the status bar and the main car (the one you drive) are actually hard-coded in OAM.
Re: Super Uwol released for free
Posted: Wed Dec 20, 2017 9:03 am
by nesrocks
In my prototype nes game I hardcoded the main characters sprites into OAM so it wouldn't flicker, only other objects would. I think it's ok to choose what to flicker and what not to.
Re: Super Uwol released for free
Posted: Wed Dec 20, 2017 9:07 am
by FrankenGraphics
Yeah, often it's perfectly sound to hard-prioritize what you think is the most important to view at all times.
Re: Super Uwol released for free
Posted: Wed Dec 20, 2017 9:17 am
by Lazycow
tokumaru wrote:Hardcoding objects to OAM is a very bad thing to do, and only absolute beginners will do it.
*couch* *couch*