Well done, I like the level design. It feels non linear, and incredibly moody. The animations are quite good too, specially the main character's in wolf form. I loved how the camera follows the action, too.
I didn't like the way you lose momentum, though. With time I learned how to deal with it, but somehow it didn't feel natural. Or maybe it is not that the player loses momentum completely, but the time it takes to gain it again.
Another thing that IMHO should be polished is vertical screen transitions. There are many times when you don't jump with enough strength and you get several transitions in a row, which detracts from the experience. While it's not a perfect solution, I tend to solve such situations in my games by means of boosting vertical velocity artificially when changing screens upwards. That way 1.- it gives the player extra time to look for a landing platform and 2.- prevents such situations where you just didn't jump high enough from the screen below.
Great job, nonetheless. The music is superb and the mood and athmosphere is great.
If you're refering to not pixel perfect background collision handling, then you're right. That's done on purpose to save valueable CPU time. Nevertheless, a slowdown might occur if you avoid killing enemies everyone is following you. But it should be rare - it's "calculated risk by design"...
@tepples: Yes, I could reproduce the crash. There's a stupid bug in the startup code. Well, actually, the bug is very smart, but the programmer was stupid. Do you want to have a hotfix?
@dougeff: No, but almost. It's a bankswitching problem, indeed.
@na_th_an: Yes, you should not lose momentum when you continue to press the joypad in one direction. I'm definitely considering a fix, in case I am creating an updated version. Additionally, I tried to design the rooms that you don't have to jump vertically into another room. So hey, DON'T DO THAT! Listen to your mother, walk on the stairs carefully, don't jump on them...
Phew, this NES project is challenging. Thank you all for the feedback!!
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It's quite an impressive scope this game has - and still, you managed to do it! This game is a great addition to the NES library.Phew, this NES project is challenging.
Minor quibble: The red projectiles shot by the skeletony stone heads are way too dark, IMO. I can hardly see them against the black background with the palette I'm using. I would be worried that this might be an issue on some displays when playing on hardware. I think Haunted Halloween 86 had a similar problem with a deep red used in its backgrounds.
this?: newer FCEUX build from AppVeyor
My copy of FCEUX (SDL) is r3392.Ryoga wrote:What version of the FCEUX emulator have you used to test both "Action 53 volume 4" and "Wolfing"?
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$ cd ~/path/to/fceux $ git log -n 1 commit a5f5da9fd7235d732279b4812e91b06dcbc785da Author: rainwarrior <rainwarrior@cd624aef-3799-4ffa-999e-25a118dd8ffa> Date: Wed Jan 17 05:12:01 2018 +0000 should have kept rand() in the seed generator, it does get a time seed at init, also the |1 wasn't needed (the splitmix in the seed function takes care of that) so it's up to 32 bits git-svn-id: svn://svn.code.sf.net/p/fceultra/code/fceu/trunk@3392 cd624aef-3799-4ffa-999e-25a118dd8ffa
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cd ~/path/to/fceux git svn rebase nice scons -j2 scons --prefix=$HOME/.local install
But the reset button bug also happens on hardware. I haven't opened my NES-001 Control Deck, but I'd be surprised if the CPU and PPU were anything but revision G.
Here is some collision quirkiness in wolfling:
Standing on air as the worst offender.
Ride the wave.
Quite far into a wall.
The behavior itself could probably be fixed without much hit to CPU time (it may even use LESS CPU time depending on what you're doing), but actually a lot of the level design appears to rely on it.
When I first played I noticed the collision stuff as well, but I never found any zips or anything. But I also didn't find the stand on air thing.
I could reproduce the crash bug in FCEUX, but not with Nestopia. (unfortunately)
Does it work now with "Action 53 volume 4" (or powerpack?) Tepples?
@thefox: fair enough
@Kasumi: Yes, I know these 3 glitches. That's what I call "not pixel perfect background collision"
(no fix planned, sorry)
The idea and the art were quite nice, but the gameplay has some issues.
Bullet color had been changed from dark-red to orange. (thanks to thefox for reporting)
Wolf's background collision frame is centered now. (thanks to Kasumi for reporting)
to be continued...
Ling keeps most of her momentum after landing. You're right, this makes the controls more intuitive.
Zolionline is improving the rooms a bit and then it should be finished. Is there a deadline for the improved version?
Update: I have improved the compression scheme of the game map to add 20-30 new rooms. Here's a preview of a 2nd castle (left) and a new subterranean area (right).
It's very hard to create new rooms with new ideas for this game, I don't know why. The tilesets are not the problem, they're very flexible. Either the game mechanics are not very elegant, or I am getting old... (or both)