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PostPosted: Mon Jan 22, 2018 3:07 am 
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I don't think it's cheating as the version you have to consider when voting is the one available on deadline. Further work is just enhancing the game for the cart, so cart buyers get the best product possible.

But I think we should discuss this issue elsewhere and stop polluting this thread.

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PostPosted: Tue Jan 30, 2018 9:44 am 
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Ok, "Wolfling" has been submitted. (eh, will I get an acknowledgement of receipt?)

Image Image Image
I had enough time to add new rooms, so there's only ca. 1k ROM left. That's probably not enough to add more levels, but anyway, it might be interesting to know if it's ok to add another level after the voting or if this is discouraged.

Thanks for all the support, especially to Zolionline for the graphics and Cyborgjeff for the music! :D


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PostPosted: Tue Jan 30, 2018 10:44 am 
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i'm just repeating myself here, but it looks good (and fun)!

Confirmation is probably manual?

We continued the discussion for a bit in the rules thread (maybe you saw it?) As far as i'm concerned, nothings' to stop you from updating it, especially after voting has concluded. I mean, it's up to you how you want to represent the game on cartridge.

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PostPosted: Tue Jan 30, 2018 11:27 am 
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Brad (NESHomebrew) emailed me about 12 hours after I submitted. I suspect it will be whenever he gets a free moment.

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PostPosted: Tue Jan 30, 2018 11:39 am 
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Lazycow wrote:
I had enough time to add new rooms, so there's only ca. 1k ROM left. That's probably not enough to add more levels

If you describe how level compression works, someone might be able to help you pack things tighter.

Lazycow wrote:
but anyway, it might be interesting to know if it's ok to add another level after the voting or if this is discouraged.

So long as you don't release the improvements until voting closes, of course you could add more levels.


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PostPosted: Wed Jan 31, 2018 1:17 am 
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Yes, it might be possible to free some bytes, but it would be a lot of work. I think it depends on the feedback: If the game isn't well received, then another level makes no sense.

Uh oh, both test players found an annoying bug after I have submitted the game. :oops: I resubmitted the game with a fix...


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PostPosted: Wed Jan 31, 2018 1:26 am 
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I don't think you have to worry about the game being poorly received... I'm pretty sure there's a ton of us who can't wait to play it.

And congratulations on submitting on time!


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PostPosted: Sat Feb 03, 2018 11:06 am 
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Here're the links to Cyborgjeff's "Work in Progress" of the two main songs of Wolfling:

https://soundcloud.com/cyborg-jeff/sets/nightmares-wolf
https://soundcloud.com/cyborg-jeff/sets/from-my-mind-to-famitracker

have fun! :)


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PostPosted: Sat Feb 03, 2018 6:21 pm 
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Here's a softlock:
Image
Small one, since you'd lose all progress here anyway.

If you die as a human in permanent moonlight (maybe any moonlight) you can no longer get back to the title screen.

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PostPosted: Sat Feb 03, 2018 9:20 pm 
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i just played for the first time and it's quite impressive! nice setting, mood, music, art, and gameplay.

i like to try to give constructive critiques and obviously you can feel free to ignore, but i felt like there was one thing that was holding back the flow of the game: you appear to lose all momentum when you either finish a roll or land a jump.

for example, right here:

Attachment:
wolf.png
wolf.png [ 17.47 KiB | Viewed 1232 times ]


my instinct is to land the first jump and to immediately jump again. however, when i land the first jump and lose all velocity, then the second jump just winds me up in the pit (happened to me my first 4 games...). similarly, in wolf form, i instinctively want to use the 'momentum' from a roll to leap forward (which i think would be a LOT of fun to get a nice big leap at the tail end of a roll), but it doesn't work like that!

just my two cents! very nice entry.


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PostPosted: Sun Feb 04, 2018 1:37 am 
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@Katsumi: Yes, you're right, I could reproduce it. Thanks! (5650 points? Hui!)

@toggle switch: Yes, the momentum vanishes on each touchdown. Obviously, Ling isn't a good triple jumper. :)
Anyway, I think you're right, the ability to do multiple jumps without losing the momentum could be a nice tweak to the controls. And you're not the first one telling me this, I'll think about it.
With this feature, it would be possible to add some kind of jump challenge where you can only pass when you're doing multiple jumps with full momentum. Interesting.


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PostPosted: Sun Feb 04, 2018 6:40 am 
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It might not be a good idea, however, to make inertia after landing quite as slippery as some builds of Lizard. Consider preserving momentum if the player is holding forward.


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PostPosted: Sun Feb 04, 2018 7:34 am 
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Things i really like with this game:
-Great style!
-If you ignore the the characteristics of nes graphics in general, it feels a bit like a commodore or DOS game. It's in the philosophy of the controls, the status text printout, the split HUD, little things like that. It feels refreshing!
-the ambition and fine granularity of the collisions makes a richly varied platforming experience possible.
-the "modern" camera
-level + graphical assets makes me want to explore, and that's great fun!

Critique:
-I had the about the same problem as toggle switch with the controls. It takes some time getting used to (which is fine), but the control scheme feels just a bit like a translator between me and the game (i guess all control schemes have this role, but it's less transparent here), and i need to think a bit more carefully how i phrase things to the translator in order for it to translate my intentions to the game as intended. Maybe a study case, although it's quite different in its aims and designs, would be metroid (nes). It also has two jumping modes. Perfectly controlling which one to use takes a bit of learning, but the consequences for failing isn't as harsh.

-I find it maybe a little too easy to trig the (re)transformation by mistake - but maybe better habits would settle when playing this game on repeated occasions. In any case, i would've prefered select, i think (it's usually the goto character selection button), which also would mean transformations can happen at the exact time i press the button

-There's frequently little collision bugs here and there. You probably already know about these? Nothing too serious as it is mostly cosmetic, or else just a hickup in the flow of the game. I haven't gotten stuck or anything because of it.

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PostPosted: Sun Feb 04, 2018 11:11 am 
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Wolfling fails to start in Action 53 volume 4 page 1. I investigated further, and I got the solo ROM to fail as well.

Reset vector is $D300
  1. Open wolfling.nes in FCEUX for Windows
  2. Wait past Lazycow for title screen
  3. Pause execution using Pause key, frame step, or Step Into
  4. In debugger, set PC to $D300, the value at the reset vector. This simulates pressing Reset on the Control Deck.
  5. Optionally start the Trace Logger.
  6. In debugger, click Run to continue.
  7. Execution gets hung up on a STP ($02) at $9313.

Trace log shows that it goes off into the weeds with an RTS at $F735, returning to incompletely initialized code in zero page.

Happens on a PowerPak as well:
  1. Select wolfling.nes and start it.
  2. Wait past Lazycow for title screen
  3. After the third note of the intro is pressed, press Reset on the Control Deck.
  4. The screen stays blank


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PostPosted: Sun Feb 04, 2018 8:20 pm 
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Hitting 'reset' during gameplay, in several emulators, crashes the game.

Not sure if it's relevant, but gameplay has bank #2 in the $8000-bfff slot rather than bank #0. Perhaps this is the problem. (ie. the reset code might expect bank #0 to be in place).

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