Ludum Dare The Sequel: Who Dar-rays Wins
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Ludum Dare The Sequel: Who Dar-rays Wins
Ludum Dare is coming up this weekend. I'm working on a big project, but intend to knock up a quick nes puzzle game on the side around the theme.
Who else is in?
Who else is in?
Re: Ludum Dare The Sequel: Who Dar-rays Wins
Man, I haven't done Ludum Dare in like a decade. Maybe I'll give it another shot this weekend.
Any musicians interested in teaming up?
Any musicians interested in teaming up?
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Re: Ludum Dare The Sequel: Who Dar-rays Wins
I'll be doing it. Not sure exactly what kind of game I'm going for, but I'll definitely be making an NES game. Probably going to try my hand at a cc65 project this time. (Most of what I've done in the past has been pure ASM.)
Using this as a base: https://github.com/cppchriscpp/nes-c-boilerplate
Looking forward to seeing other retro entries again!
Using this as a base: https://github.com/cppchriscpp/nes-c-boilerplate
Looking forward to seeing other retro entries again!
Re: Ludum Dare The Sequel: Who Dar-rays Wins
I'll stream on https://www.twitch.tv/pubby8
Dunno if I'll make anything though. Might quit in a few hours.
Dunno if I'll make anything though. Might quit in a few hours.
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Re: Ludum Dare The Sequel: Who Dar-rays Wins
Sounds excellent!
The theme is "a small world". I have no ideas yet, but I have a nice CC65 framework set up for when I (eventually) do.
I look forward to seeing what you two make.
The theme is "a small world". I have no ideas yet, but I have a nice CC65 framework set up for when I (eventually) do.
I look forward to seeing what you two make.
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Re: Ludum Dare The Sequel: Who Dar-rays Wins
Here's what i have so far - not sure what I'm building yet though. Maybe nothing too original.
This is loading levels built in tiled and compressed to the same format as Sumez's level editor.
ccpchrisccp - I checked out your boilerplate code, nice choice with MMC1! Does MMC1 allow for switching of nametable mirroring while the cart is running?
This is loading levels built in tiled and compressed to the same format as Sumez's level editor.
ccpchrisccp - I checked out your boilerplate code, nice choice with MMC1! Does MMC1 allow for switching of nametable mirroring while the cart is running?
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Re: Ludum Dare The Sequel: Who Dar-rays Wins
Yes it does! There's actually a function in boilerplate to do that: set_mirroring(MIRROR_VERTICAL|MIRROR_HORIZONTAL)
If I get time I may be using that for some cheap scrolling between screens.
Also I like your graphics - I'm about to the same point with loading levels, however my graphics currently look like hot garbage. Oh well, enough to build some mechanics on, at least.
If I get time I may be using that for some cheap scrolling between screens.
Also I like your graphics - I'm about to the same point with loading levels, however my graphics currently look like hot garbage. Oh well, enough to build some mechanics on, at least.
Re: Ludum Dare The Sequel: Who Dar-rays Wins
Stream is going back up. https://www.twitch.tv/pubby8
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Re: Ludum Dare The Sequel: Who Dar-rays Wins
ccpchrisccp - thanks! I'll have to check out that code. MMC1 is one of those that switches the whole bank as well, is that right? I quite like the idea of that, as it seems you could make something with two split game types quite easily.
pubby - I checked out your stream, I look forward to seeing what you put together, that engine you posted a while ago was great. I was flicking through and think I saw some kind of awesomely complex build chain?
Here's where I am so far - we have full physics with collision. They're not optimised - pressing select will show the frame time - and most of that is taken by pulling individual tiles out of storage as I don't use a separate collision map.
Any comments welcome. I've tried to go with an exaggerated loony toons feel for the character. The sprites are quite rough still.
pubby - I checked out your stream, I look forward to seeing what you put together, that engine you posted a while ago was great. I was flicking through and think I saw some kind of awesomely complex build chain?
Here's where I am so far - we have full physics with collision. They're not optimised - pressing select will show the frame time - and most of that is taken by pulling individual tiles out of storage as I don't use a separate collision map.
Any comments welcome. I've tried to go with an exaggerated loony toons feel for the character. The sprites are quite rough still.
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Re: Ludum Dare The Sequel: Who Dar-rays Wins
I realised I'd actually bracketed out the deceleration, so that has more instant twitch controls then I was expecting.
Here it is with proper deceleration!
Here it is with proper deceleration!
Re: Ludum Dare The Sequel: Who Dar-rays Wins
It looks great! I hope you finishAny comments welcome. I've tried to go with an exaggerated loony toons feel for the character. The sprites are quite rough still.
Re: Ludum Dare The Sequel: Who Dar-rays Wins
I absolutely dig the style of the animation. Looks superb.
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Re: Ludum Dare The Sequel: Who Dar-rays Wins
Thanks!
I've been working on the main trick of the game all morning and it's getting there...
How is everyone else doing?
I've been working on the main trick of the game all morning and it's getting there...
How is everyone else doing?
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Re: Ludum Dare The Sequel: Who Dar-rays Wins
Here's the current build - gravity is working, and the frame of the map is there. I've got about 7 screens to do and then tying the whole thing together with pickups and win fail states.
Any comments welcome, especially if you find yourself getting stuck in walls or something similar.
Select is also set to switch your gravity manually as debug.
Any comments welcome, especially if you find yourself getting stuck in walls or something similar.
Select is also set to switch your gravity manually as debug.
Re: Ludum Dare The Sequel: Who Dar-rays Wins
Really nice idea, reminds me of some of the 2D stages in Mario Galaxy, and I can totally see it expanding into a bigger game.
I got stuck in the room under the number 19, when standing on the floor with "regular" gravity and leaving to the left you end up inside a wall.
Also the tree on the room where you start has some funny collision detection, I can sort of provoke it by jumping into it from a bit to the right, angling it so that the jump arc connects with the corner of the tree. A wild guess says it could be caused by an open area that's lower than your character's bounding box? Classic issue.
I got stuck in the room under the number 19, when standing on the floor with "regular" gravity and leaving to the left you end up inside a wall.
Also the tree on the room where you start has some funny collision detection, I can sort of provoke it by jumping into it from a bit to the right, angling it so that the jump arc connects with the corner of the tree. A wild guess says it could be caused by an open area that's lower than your character's bounding box? Classic issue.