Russian Roulette [Complete!]
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Author:  calima [ Sun Sep 04, 2016 2:25 am ]
Post subject:  Re: Russian Roulette [Help Needed]

I don't use any, but I can come on IRC sometime, when we find a good spot.

Author:  tepples [ Sun Sep 04, 2016 7:04 am ]
Post subject:  Re: Russian Roulette [Help Needed]

Jedi QuestMaster wrote:
If I'm on the IRC, I go by 'Jedi.' Do you go by 'Tepples' ?

That or 'pino_p'.

Author:  Jedi QuestMaster [ Thu Oct 06, 2016 6:22 pm ]
Post subject:  Re: Russian Roulette [Complete!]

It's done!


RussianRoulette.gz [24.6 KiB]
Downloaded 209 times

Author:  calima [ Fri Oct 07, 2016 4:35 am ]
Post subject:  Re: Russian Roulette [Complete!]

You might want to announce it on NintendoAge as well, the Brewery section. And depending on the response, maybe consider doing a couple carts ;)

Author:  Jedi QuestMaster [ Fri Oct 07, 2016 6:45 am ]
Post subject:  Re: Russian Roulette [Complete!]

I don't have a NintendoAge account, but knowing the attitudes there they'd probably want boxes and manuals as well. :?

But I already designed a label, so whatevermaybewhoknows?

Edit: And everything in that label is a vector (except for the screenshot), so it can be scaled.

Author:  tepples [ Fri Oct 07, 2016 8:05 am ]
Post subject:  Re: Russian Roulette [Complete!]

Is it that you don't know how to start writing a manual? You could start by reading some of the results from Google writing software manuals or how to write a man page. Or is it just a lack of time? Another way, if you already have a game design document, is to rephrase the important parts of this from the player's point of view.

I don't yet know of a process for designing box art. But if you have your label as layered vectors, you can reframe that to the front of a box and the front cover of a manual. The back of the box, on the other hand...

Author:  Jedi QuestMaster [ Fri Oct 07, 2016 10:51 pm ]
Post subject:  Re: Russian Roulette [Complete!]

It's a combination of:

1.) I haven't designed a box/manual before

I've designed labels many times; I have a template with the proper dimensions. I'd have to create one to include every dimension of the box and booklet. Though I have some complete copies of games I can use as examples, it's still going to take time, which is another thing.

2.) I have another project I want to finish before the end of the year

To add to that, the holiday season is coming up (and it's election year!), and I'm going to be very busy at work because of this.

3.) I Really Don't Care That Much

For a simple game like this, I feel it's too much of hassle to go all out like this. Especially for the booklet; I like the idea of designing games anyone can pick up without reading any instructions. This game is like that (even the PC version!) If there's enough interest I'll most likely wait until January to do anything.

Excuse my massive misuse of the blockquote. :lol:

Author:  calima [ Sat Oct 08, 2016 3:20 am ]
Post subject:  Re: Russian Roulette [Complete!]

Looks like FamicomWorld people also wanted carts (but probably in Famicom size?). Anyway, ask them instead of guessing.

Author:  calima [ Tue Oct 11, 2016 5:08 am ]
Post subject:  Re: Russian Roulette [Complete!]

The romhacking description doesn't mention Zapper support?

Author:  Jedi QuestMaster [ Wed Oct 12, 2016 10:01 am ]
Post subject:  Re: Russian Roulette [Complete!]

OOPS! :shock:

I added it in the description.

Author:  JRoatch [ Mon Feb 06, 2017 8:46 pm ]
Post subject:  Re: Russian Roulette [Complete!]

In "2016 NESDev Compo - Guidelines/Rules", Jedi QuestMaster wrote:
Any chance Russian Roulette can be compressed to fit on the multicart? :roll:

In a PM 4 months ago, JRoatch wrote:
I'll return to this when the need to reduce ROM size actually is brought up.

That time Is apparently now. The main improvement that will make this fit into the multicart is overhauling how animation is done. From changing CHR pages to instead animating the nametable, with the occasional streaming of new tiles for the silly faces.

This is my plan:
- First, finish improving encoder options for the main CHR compression codec to be used, Bagel.
- Next, hook in the decompressor to a "tile shader" that swaps around the color of tile sets so that Bagel can compress the filled backgrounds more efficiently.
- Decide if it'll be faster to use the existing C code base, or to rewrite it from scratch.
- In either case I'll be using some sort of string writing vblank system, whether that be tepples popslide or something of my own.

Author:  JRoatch [ Sat Mar 18, 2017 8:25 am ]
Post subject:  Re: Russian Roulette [Complete!]

Considering that I now only have today and next Saturday to do this, I'm not going to be able to meet the revision deadline.

Author:  Punch [ Wed Mar 22, 2017 8:07 pm ]
Post subject:  Re: Russian Roulette [Complete!]

Hah, just watched Deer Hunter... a nice movie to draw inspiration from for a game :lol:

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