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 Post subject: Super Homebrew War
PostPosted: Mon Oct 08, 2018 11:22 am 
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Location: Central Illinois, USA
Thanks to Glutock, surt, Gradual Games, NovaSquirrel, Sly Dog Studios, Brad Smith, E.B.D Holland, Chris Cacciatore, Julius Riecke, Khan Games, Spoony Bard Productions, Antoine Fantys, Doug Fraker, Toggle Switch, Frakengraphics, Dullahan Software, The Mojon Twins, (and a few more coming soon)....

Here's my entry for this year, Super Homebrew War.

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homebrewWar.png [ 14.54 KiB | Viewed 1358 times ]


1-4 players can use characters from many other NES homebrew games, and will duke it out to see who's the best.

Play on one of 8 different homebrew-inspired arenas.

The game is Mario-style controls:
A to jump
B to dash and to use items
Down+A to jump down through one-way platforms

Jump on heads to kill each other, or get items from ! blocks, and press B to attack with them.


Items:
- Twin Dragons Pepper (lets you breathe fire)
- Mad Wizard Lightning
- Study Hall Paper Airplane
- Bat Puncher Punch
- Nebs n Debs Crystal (lets you do the Nebs n' Debs dash)
- Robo-Ninja slam (press B in the air to slam to the ground quickly)
- +1 (a bonus point)
- Clock (briefly freezes opponents)


Game modes:
- Most kills -- get the most kills to win
- Survival -- you are out after you lose a certain number of lives
- Chicken -- One player is the chicken, and gains points while being a chicken. Kill the chicken to become the new chicken.
- King of the Hill -- a box will appear on-screen. Gain points by being the only player occupying the box.

Characters:
- While most characters play identically, a couple have very different control schemes. (currently just Hekl and Robo-Ninja). These will have a NES controller icon underneath them on the character select screen to remind you. These characters may be significantly harder to use, and completely unbalanced.
- My kids got interested, so they are also in the game, designed by themselves.

CPU:
- I have CPU players so you can play single-player, BUT the CPU is terrible at game modes other than Most Kills. You'll want other humans for those game modes.

I've still got some testing to do, a few bugs to fix, and a few characters to add, but it's pretty close to finished.

Edit: added Lala the Magical, fixed Nova sprite errors.


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super-homebrew-war.20181008.0415d7993236f1ee6580bfacff0804743c8cbba6.nes.zip [27.19 KiB]
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Last edited by gauauu on Mon Oct 08, 2018 8:18 pm, edited 1 time in total.
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 Post subject: Re: Super Homebrew War
PostPosted: Mon Oct 08, 2018 12:12 pm 
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Location: Croatia
Woooow XD this reminds me of an old idea that I had in my mind about a Smash-like NES game, but I couldn't make it because it was too low level for me. I was concerned about the pallettes issue since every character would take one sprite pallette which would ultimately take all 4 spaces. And I was also concerned about the 8 sprites per scanline issue. Like, what if you have 4 players next to each other and one of them fires a projectile? You'll surely get flickering! So how do you manage to fix that?


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 Post subject: Re: Super Homebrew War
PostPosted: Mon Oct 08, 2018 12:30 pm 
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Location: Central Illinois, USA
8bitMicroGuy wrote:
Woooow XD this reminds me of an old idea that I had in my mind about a Smash-like NES game, but I couldn't make it because it was too low level for me. I was concerned about the pallettes issue since every character would take one sprite pallette which would ultimately take all 4 spaces.

This is true, and I had to work around that a bit. I had to force some things to be background tiles when I'd rather they were sprites (like not-yet-collected items), to work around palette limitations.

Quote:
And I was also concerned about the 8 sprites per scanline issue. Like, what if you have 4 players next to each other and one of them fires a projectile? You'll surely get flickering! So how do you manage to fix that?


Yeah, the flicker was a big concern of mine. Particularly because a few characters are 3 sprites wide. But it really didn't turn out to be too big of an issue:

First, there's enough vertical motion in the game (and the game design encourages this), that you don't often have 4 players next to each other for very long at a time. Someone is generally either dodging upward or downward, or is dead. You get a few moments where too many sprites are aligned, but not as many as you might think. Unlike traditional fighters where you spend a lot of time standing on the ground attacking each other, players in this game bob and bounce all over the place, since the primary method for killing each other is landing on someone's head.

Second, with OAM cycling, the occasional short bits of flicker just aren't all that bad. At least, that's my hope. It's one of the questions I keep asking to folks who test it, and it hasn't seemed to be enough to bother most people.

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 Post subject: Re: Super Homebrew War
PostPosted: Mon Oct 08, 2018 6:06 pm 
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Joined: Mon Dec 07, 2009 11:08 am
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Location: USA
Well done! That's great your kids got involved :)


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 Post subject: Re: Super Homebrew War
PostPosted: Tue Oct 09, 2018 1:10 am 
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The "NES Smash" already exists, no? Super Tilt Bro


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 Post subject: Re: Super Homebrew War
PostPosted: Tue Oct 09, 2018 1:21 am 
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Posts: 411
First response:

:shock:

:D

:twisted:

Second response:

The AI is a little light on the I, and only ever beat me because it's clearly not playing by the same rules I am. In particular, it successfully made the paper plane the most obnoxiously boring weapon I've seen in a long time. But good on you for including one at all.

Anything else I was going to say has been drowned out by the wondrous sight of Captain Roast meting out boxing-glove-shaped justice once more.


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 Post subject: Re: Super Homebrew War
PostPosted: Tue Oct 09, 2018 5:11 am 
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calima wrote:
The "NES Smash" already exists, no? Super Tilt Bro


Absolutely. Tilt Bros is a much more accurate attempt of translating the actual gameplay and fighting mechanics of Smash Bros. Roger Bidon did a good job of that, and I'm not even attempting to do that better than he did. Really, I was inspired more by an open-source PC game called Super Mario War, which I took most of the core gameplay mechanics from.


rahsennor wrote:
The AI is a little light on the I, and only ever beat me because it's clearly not playing by the same rules I am


Yeah, the AI is terrible. (Which is why I let it cheat) It's really just there so people without other players around can at least try out how the game is supposed to work.

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 Post subject: Re: Super Homebrew War
PostPosted: Tue Oct 09, 2018 4:17 pm 
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gauauu wrote:
Yeah, the AI is terrible. (Which is why I let it cheat) It's really just there so people without other players around can at least try out how the game is supposed to work.

It's better than nothing, which makes it better than the vast majority of NES games. And it actually does a decent job of avoiding getting stomped, which surprised me. It's just that AI happens to be one of my favourite subjects (and pet peeves about modern games, which have no excuse).

If you have time/room, you could add some simple hints to the map: "if inside this block and falling, go left/right", "if inside this block and running left/right, press jump", etcetera. That should help stop the chain-suicides, at least.

gauauu wrote:
Really, I was inspired more by an open-source PC game called Super Mario War, which I took most of the core gameplay mechanics from.

That's exactly what I thought when I saw the thread title, and what I found was exactly what I was hoping for. :beer: :D


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 Post subject: Re: Super Homebrew War
PostPosted: Tue Oct 09, 2018 7:42 pm 
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Rahsennor wrote:
If you have time/room, you could add some simple hints to the map: "if inside this block and falling, go left/right", "if inside this block and running left/right, press jump", etcetera. That should help stop the chain-suicides, at least.

Yeah, that was my original plan. Then I was happily surprised that my almost-entirely-random AI was actually moderately playable, and I called that "good enough for now". I may or may not revisit it and improve it. Probably depends on how many other features/characters/bugs end up coming up last minute.

Rahsennor wrote:
gauauu wrote:
Really, I was inspired more by an open-source PC game called Super Mario War, which I took most of the core gameplay mechanics from.

That's exactly what I thought when I saw the thread title, and what I found was exactly what I was hoping for. :beer: :D


Excellent! It seems most people I mention it to have never heard of it.

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 Post subject: Re: Super Homebrew War
PostPosted: Thu Oct 11, 2018 2:48 pm 
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Awesome idea. Will play as soon as I can.

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 Post subject: Re: Super Homebrew War
PostPosted: Wed Oct 17, 2018 11:26 pm 
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Are you the developer who made that GBA homebrew that piko sells?

BTW great idea for a game. I honestly want to make a similar game but will all NES characters ever made. Each one having their own unique abilities from their original games.


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 Post subject: Re: Super Homebrew War
PostPosted: Thu Oct 18, 2018 12:20 am 
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Erockbrox wrote:
I honestly want to make a similar game but will all NES characters ever made.

Considering that there are around 700 licensed NES games, each of them with several characters, I think this is going to keep you busy for a while.

BTW, haven't had a chance to play this yet, but it looks cool!


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 Post subject: Re: Super Homebrew War
PostPosted: Thu Oct 18, 2018 7:34 am 
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Erockbrox wrote:
Are you the developer who made that GBA homebrew that piko sells?


Anguna, yup, that's me. (You can get my Atari 2600 port of it from AtariAge also!)

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