thefox wrote:Is this game PAL only? I'm getting some graphics corruption in NDX when using NTSC.
No, it was targeted at NTSC timings, but mainly tested in fceux, I don't have a NES flashcart. It does seem to slightly go over the vblank during 3d.
pubby wrote:Does the "run" button work? I keep dying to stuff and I can't run away!
I would be interested in hearing how the raycaster works. It looks different than tokumaru's.
Running works, but it's only a 25% chance of getting away. I think the general method is the same as tokumaru's. (tokumaru, I was expecting you to enter too
where's the promised puzzle raycaster?)
tokumaru wrote:I don't mind the "Tyrannosaurus Tex style" of textured walls (I wanted to see it done on the NES, actually), but the dimensions of the blocks are really inconsistent... You can't see openings very well until you're really close, it looks like things get distorted as you move around. I ended up using the tiny circular map almost exclusively, since it's so hard to tell what's going on in the 3D.
But more surprising than the 3D view itself, is the interface around it. How come this screen looks like a quick MS Paint sketch while the rest of the game has such amazing graphics?
The FOV is 67,5 deg, which may be a bit too wide for 1-meter (block) wide corridors. There's no subpixeling going on, so with the 19 available pixels... IIRC yours did use horizontal subpixels, but it just isn't possible here, mainly due to the map being bitpacked and so each ray step being somewhat costly. The map is pretty huge.
lol @ the description of my art
With the 3d view taking most of the available tiles, it couldn't be that detailed, and I liked the way it got. Franken didn't like it either, but didn't end up having time to update it.
tepples wrote:Did anything get enough polish? (Other than Gruniożerca 2 of course)
Technically the 3d view is super polished, as I already made it for the 2016 compo, it's had massive optimization to run that well.