Proposed side compo: Remix

Moderator: Moderators

User avatar
Alp
Posts: 223
Joined: Mon Oct 06, 2014 12:37 am

Re: Proposed side compo: Remix

Post by Alp » Sat Mar 31, 2018 12:35 am

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.

User avatar
FrankenGraphics
Formerly WheelInventor
Posts: 2032
Joined: Thu Apr 14, 2016 2:55 am
Location: Gothenburg, Sweden
Contact:

Re: Proposed side compo: Remix

Post by FrankenGraphics » Sat Mar 31, 2018 7:22 am

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

User avatar
Alp
Posts: 223
Joined: Mon Oct 06, 2014 12:37 am

Re: Proposed side compo: Remix

Post by Alp » Sat Mar 31, 2018 8:18 am

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

tepples
Posts: 22055
Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)
Contact:

Re: Proposed side compo: Remix

Post by tepples » Sat Mar 31, 2018 9:08 am

The concept reminds me of MineShaft vaguely.

User avatar
Punch
Posts: 362
Joined: Sat Feb 16, 2013 11:52 am

Re: Proposed side compo: Remix

Post by Punch » Thu Apr 12, 2018 8:24 am

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.

JRoatch
Formerly 43110
Posts: 390
Joined: Wed Feb 05, 2014 7:01 am
Location: us-east
Contact:

Re: Proposed side compo: Remix

Post by JRoatch » Wed Jun 13, 2018 11:35 am

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.

na_th_an
Posts: 556
Joined: Mon May 27, 2013 9:40 am

Re: Proposed side compo: Remix

Post by na_th_an » Fri Jun 15, 2018 1:55 am

There's remastered (much improved) versions of Sir Ababol and Sgt. Helmet's Training Day, yes.

User avatar
dougeff
Posts: 2748
Joined: Fri May 08, 2015 7:17 pm
Location: DIGDUG
Contact:

Re: Proposed side compo: Remix

Post by dougeff » Sun Jun 17, 2018 4:51 pm

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

User avatar
rainwarrior
Posts: 7843
Joined: Sun Jan 22, 2012 12:03 pm
Location: Canada
Contact:

Re: Proposed side compo: Remix

Post by rainwarrior » Sun Jun 17, 2018 9:30 pm

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.

Post Reply