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PostPosted: Sat Oct 31, 2015 9:49 am 
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"removing all shots, enemies when they leave the screen" refers to removing enemies from the table of active enemies based on distance from the camera position.


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PostPosted: Sat Oct 31, 2015 3:58 pm 
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Yeah.

A level consists of around 30 rooms or so and we had to set up that every time an enemy projectile leaves the active screen it had to be removed from the game. And stuffs like spawning at a checkpoint meant resetting everything to their starting position was a lot of job for us. This is our first major game so it's a learning curve.

We also struggled with enemy positions. When we started with the game all enemies were on the same 'walking cycle' beginning when the player started the level which meant that an enemy could be anywhere when the player entered a room. Now the enemies load their position after a screen transition has been made and the player has entered a room. Stuffs like this took forever to get right but I think we managed to solve everything now. It feels and plays like a NES game I think. :)

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PostPosted: Fri Jan 01, 2016 6:07 am 
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We just released a new track from the game. Tentatively called 'Dungeon'. Listen to it here: https://www.youtube.com/watch?v=PHFk_zB ... V-&index=2

We're making some decent progress with the game as well

- Load/Save/Delete Save file functions added
- A first draft of all the levels are in the game and you walk between them (2D Metroidvania)
- Item progression are in the game and the game keeps tracks of Time Played and percentage of items found.
- You can unlock and find new items
- Inventory screen added which pauses the game and shows map + items
- 'Puzzle'-mechanics added such as triggers, switches and things like that to mix up the gameplay (Very much inspired by the Trine games)
+ Heaps of others small fixes

Hope you enjoy the new track! :)

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PostPosted: Tue Mar 01, 2016 12:06 am 
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Hi everyone!

We just uploaded a short video where we race each other. It was recorded a few weeks ago at a convention here in Sweden. It's the first time in almost a year we're actually showing video from the game :)

https://www.youtube.com/watch?v=ohT_FelzToY

It also has a medley of a few new tracks we've made. We're using Famitracker for all the music.

Cheers!

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PostPosted: Sat Mar 12, 2016 11:57 am 
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Some updated graphics.

Attachment:
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PostPosted: Tue Jul 05, 2016 11:29 am 
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Hi.

We're doing a Steam Greenlight for Alwa's Awakening and it just went live. Even though it's not a NES game we're still trying to make it feel and play as much as a NES game as possible. Please check out the trailer and if you like it, please give us a YES vote. Thanks :)

New Trailer: https://youtu.be/Q9PvAmtSf9c

(Admins: I hope it's okay I post this. Please let me know otherwise)

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PostPosted: Fri Jan 27, 2017 4:38 am 
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Not much happening in this thread but I just wanted to let you guys know we're releasing the game on Steam (PC/Mac and Linux) next week. Release date is February 2.

Some updates regarding the soundtrack. We're going to release 100 copies of the soundtrack on NES cartridges (just the music). We have a working ROM that works both on NTSC and PAL machines and you can change track, pause and start the track over. The ROM should be pretty final, we're trying to get the box and manual printed so there's still some work left. The cartridge is going to be black and we'll post more info about that in the future.
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Just wanted to say thanks to everyone here at NesDev. I spent forever reading about NES development and even though the game ended up being a modern game I don't think we'd ever make a game if it hasn't been for forums like these. So, thanks! :)

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PostPosted: Fri Jan 27, 2017 7:27 am 
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Location: NE Indiana, USA (NTSC)
Still no plan for an eventual side game on NES?


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PostPosted: Fri Jan 27, 2017 11:14 am 
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If someone were to contact us offering to port the game I think it would be really cool. We'd of course be willing pay for it. But we're not actively looking for Assembly programmers at the moment.

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PostPosted: Fri Jan 27, 2017 12:16 pm 
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tepples wrote:
Nintendo states on WarioWorld.com that it also wants its developers to be financially stable companies. You might have to ship a few titles on PC or Android to prove this to Nintendo.


Image

How times have changed... :lol:

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PostPosted: Sat Jan 28, 2017 4:59 am 
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*cough* Meme run *cough*


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PostPosted: Thu Feb 02, 2017 11:15 am 
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Finally! Alwa’s Awakening is out now on Steam! It’s availabe for both PC/Mac and Linux. It’s been a lot of work and it feels amazing to finally be done!

You can get it here: http://store.steampowered.com/app/549260

We’ll share more info about the NES cartridge with the music on it on a later date. :)

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PostPosted: Tue Feb 07, 2017 4:10 pm 
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Nintendolife just posted some more info about our Soundtrack cartridge.

More info here: http://www.nintendolife.com/news/2017/0 ... _cartridge

Alwa's Awakening Collector's Edition

+ Comes on a black NES cartridge
+ 24 original chipmusic tracks composed by Robert Kreese
+ Features one guest track by Prof. Sakamoto
+ Works both on NTSC and PAL machines
+ Change track, pause and navigate using a NES controller
+ A 30 page full-color manual
+ Comes with a digital Steam code to Alwa's Awakening

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