It is currently Mon Sep 24, 2018 3:28 am

All times are UTC - 7 hours





Post new topic Reply to topic  [ 24 posts ]  Go to page Previous  1, 2
Author Message
PostPosted: Sat Mar 31, 2018 12:35 am 
Offline
User avatar

Joined: Mon Oct 06, 2014 12:37 am
Posts: 201
FrankenGraphics wrote:
Maybe this could serve as inspiration: https://www.youtube.com/watch?v=1OliBr44kzk

Snarblams' maru mari hack on metroid (unsure if it ever was finished) flipped the object of the game on its end by exploiting the sprite wraparound, forcing morphball mode, adding and adding ratchet autoscrolling. I assume the ypos-based hurt mechanism is repurposed to kill off the player character if catched by the upper edge of screen.

Actually, it's not a hack, it's a homebrew game, written from scratch. Snarf just used Metroid graphics as placeholder for future art.

He was asking for artists on his coding blog, a while back.


Top
 Profile  
 
PostPosted: Sat Mar 31, 2018 7:22 am 
Offline
Formerly WheelInventor

Joined: Thu Apr 14, 2016 2:55 am
Posts: 1779
Location: Gothenburg, Sweden
Oh, cool!

I tried to google for snarfs' blog but only found the homepage and the youtube account.

_________________
http://www.frankengraphics.com - personal NES blog


Top
 Profile  
 
PostPosted: Sat Mar 31, 2018 8:18 am 
Offline
User avatar

Joined: Mon Oct 06, 2014 12:37 am
Posts: 201
FrankenGraphics wrote:
Oh, cool!

I tried to google for snarfs' blog but only found the homepage and the youtube account.

Here's the relevant blog link, if you're curious: http://snarfblam.com/words/?p=376


Top
 Profile  
 
PostPosted: Sat Mar 31, 2018 9:08 am 
Offline

Joined: Sun Sep 19, 2004 11:12 pm
Posts: 20569
Location: NE Indiana, USA (NTSC)
The concept reminds me of MineShaft vaguely.


Top
 Profile  
 
PostPosted: Thu Apr 12, 2018 8:24 am 
Offline
User avatar

Joined: Sat Feb 16, 2013 11:52 am
Posts: 316
I'm actually working on a port of Brick Breaker for the PCE to ease me into developing for it, but maybe I'll remake it for that system so the side compo idea is intriguing. Not sure if I'd be able to back port the "new" version to a compo format though, since I'd probably hit 64k easily with what I'm planning.

_________________
This is a block of text that can be added to posts you make. There is a 255 character limit.


Top
 Profile  
 
PostPosted: Wed Jun 13, 2018 11:35 am 
Offline
Formerly 43110
User avatar

Joined: Wed Feb 05, 2014 7:01 am
Posts: 354
Location: us-east
Much has changed since the original proposal 4 years ago. The biggest being the large increase of participants and the volume of original content, and I'm in the process of re-deciding what my ultimate goals for nesdev will be.

I'm in agreement of preparing for the master assembly of Action 53, to that end things like engine improvements and merges should be encouraged. If I recall correctly there's a remastered version of Sir Ababol from Mojon Twins. Arbitrary engine merges may not actually save as many bytes as one would hope because the majority of the game size consists of the level layout and graphical data which is not common from game to game. For graphical data, I would be willing to replace pb53 with donut to help with space there. Also maybe have a few CHR RAM games, that only upload a full CHR sheet on start, move to CHR ROM to easily take advantage of the compression.

My original thoughts of making mini tools that require large saves is not going to work. It is also not a common thing to work on someone else's full game source code. I personally have a couple half finished projects aimed at being in the remix: Solar Wars rewrite, Russian Roulette rewrite, and implementing the actual correct logic in my musical controller toy. I should finish those.

There's no chance for me to make my own full original game, and that's OK, many of us are already doing that. I willing to spend my efforts to help with the master assembly of Action 53, wether that be through a "remix compo" or just helping assemble it. Maybe Tepples and I should do a mini hackathon the day after NovaCon 2018 as I will still be in the area that Sunday.


Top
 Profile  
 
PostPosted: Fri Jun 15, 2018 1:55 am 
Offline

Joined: Mon May 27, 2013 9:40 am
Posts: 494
There's remastered (much improved) versions of Sir Ababol and Sgt. Helmet's Training Day, yes.

_________________
http://www.mojontwins.com


Top
 Profile  
 
PostPosted: Sun Jun 17, 2018 4:51 pm 
Offline
User avatar

Joined: Fri May 08, 2015 7:17 pm
Posts: 2266
Location: DIGDUG
Does anyone want to redesign the graphics in Jammin Honey? The 'Assembly Line' podcast suggested that I might have won if the graphics were better.

You wouldn't have to learn any of the code. I could easily insert it for you. Also, all the level design was done in Tiled, which anyone could use to change the levels (if I gave you the template file.

Also, the 'choose honey's colors' could be removed to give more color options for sprites.

_________________
nesdoug.com -- blog/tutorial on programming for the NES


Top
 Profile  
 
PostPosted: Sun Jun 17, 2018 9:30 pm 
Offline
User avatar

Joined: Sun Jan 22, 2012 12:03 pm
Posts: 6819
Location: Canada
I thought Jammin' Honey's graphics were good. They were clean and direct, a little bit cute.

The only thing I'd want to remix about it, personally, is that suggestion I made to you earlier about playing the DPCM guitar sample at 3 different speeds in a way that follows that harmony of the music.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 24 posts ]  Go to page Previous  1, 2

All times are UTC - 7 hours


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group