A place for your artistic side. Discuss techniques and tools for pixel art on the NES, GBC, or similar platforms.
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tokumaru
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by tokumaru » Fri Sep 08, 2017 6:54 am
It sure is impressive, graphically speaking, but... do you ever do anything besides collecting blocks?
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FrankenGraphics
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by FrankenGraphics » Fri Sep 08, 2017 7:07 am
Maybe i'm just terribly bad at this sort of game, but what good is the kick, double kick and back flip? Everytime i try to kick a 'bad' item, i seem to collect it instead.
But the wall of cupcakes at level 5 must be destroyed somehow....
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Banshaku
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by Banshaku » Fri Sep 08, 2017 8:00 am
It's a running game made by the company Ancient which made games like Street of rage 2, Act raiser 2, Story of thor etc (they did many contract for a lot of company in the last 20+ years).
It's interesting they decided all of a sudden to make an nes game. It's nothing special per se but still impressive after all those years.
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tokumaru
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by tokumaru » Fri Sep 08, 2017 8:38 am
That's pretty interesting! I think they made the first 8-bit Sonic game too.
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psycopathicteen
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by psycopathicteen » Fri Sep 08, 2017 8:48 am
tokumaru wrote:It sure is impressive, graphically speaking, but... do you ever do anything besides collecting blocks?
It looks like it would be hard doing anything else because of the NES sprite limits.
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FrankenGraphics
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by FrankenGraphics » Fri Sep 08, 2017 9:11 am
On one hand, it shows how big and well animated a boss could potentially be (and without flickering), as long as there's no bullets involved and the player character is always going to be two tiles wide. This games' character seems to always be between 5 and 6 sprites wide. With 8x16 sprites, the total sprite count wouldn't be so bad in a david vs goliath type of boss fight.
There's some bosses like that (dracula in simon's quest, death in dracula's curse), but not animated, and not flickerless because the premises of those games is flinging weapons around.
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tepples
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by tepples » Fri Sep 08, 2017 9:24 am
I just worry about how many distinct parallax background types are possible in a single game if each uses 2K * 64 frames = 128K of CHR ROM. Or is it cheap enough to have 128K PRG RAM + 128K CHR RAM + microSD + a bootloader MCU, where blank screen loading code calculates all 64 shifts of the background using code similar to
this and writes all frames to CHR RAM?
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Kasumi
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by Kasumi » Fri Sep 08, 2017 9:25 am
And I worried about object size and frame count in Indivisible...
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nesrocks
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by nesrocks » Fri Sep 08, 2017 9:43 am
Kasumi wrote:And I worried about object size and frame count in Indivisible...
I was thinking the same thing

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Kasumi
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by Kasumi » Fri Sep 08, 2017 10:40 am

Best I've done so far. (sorry about the overlay)
Apparently "stages" is different than "levels", because I think that was level 12 or something.
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nesrocks
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by nesrocks » Fri Sep 08, 2017 11:14 am
Well, I made a cheat to see how far the game goes (infinite health) and I don't know how to use spoiler tags in these forums.
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tokumaru
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by tokumaru » Fri Sep 08, 2017 11:43 am
psycopathicteen wrote:It looks like it would be hard doing anything else because of the NES sprite limits.
My point exactly. The gimmicky player size makes a lot of other things unfeasible. It does look like the goal was to create something simple and gimmicky in the first place, so that's OK. Not the kind of game I enjoy playing though.
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thefox
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by thefox » Fri Sep 08, 2017 11:48 am
nesrocks wrote:Well, I made a cheat to see how far the game goes (infinite health) and I don't know how to use spoiler tags in these forums.
We don't have a spoiler tag, but the README file has the answer anyways:
Code: Select all
This game has 8 stages and will become more difficult with the increase
speed of running while water consumption increases. Do your best and good
luck Amazon girl!
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nesrocks
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by nesrocks » Fri Sep 08, 2017 12:06 pm
Well, yeah I tested it to level 99 and it just wraps to 00. The spoiler is that nothing special happens.