Falling Tiles

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dougeff
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Falling Tiles

Post by dougeff » Tue Jan 14, 2020 11:57 am

I'm working on a zapper game for the competition. Loosely based on several falling tiles mobile phone games. Still a little work to do, so no link yet. Here are some screen shots.
FallingTiles.png
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FallingTiles2.png
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nesdoug.com -- blog/tutorial on programming for the NES

drludos
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Re: Falling Tiles

Post by drludos » Thu Jan 16, 2020 10:49 am

Very interesting idea, it's cool to see a Zapper game for the compo, that's original! :)

I'm looking forward playing it!

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dougeff
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Re: Falling Tiles

Post by dougeff » Mon Feb 10, 2020 11:07 am

Finished.

The controls should be self-explanatory. A regular controller in port 1 and a zapper in port 2. The port 1 controller is to navigate to the game, or to pause the game. The zapper is all you need for the game.

You can even navigate to the game using only a zapper. Also, it should work on a PAL system, but I was not able to test that in real life, so I can't be sure that it works correctly on PAL.

Most emulators will play it, but you have to go into settings and set input 2 to zapper, and you click with the mouse to shoot the zapper (or tap the screen for a touch screen).

This game requires a CRT TV to play on a real NES. Not tested on clone (nor emulator-in-a-box) systems.

(file deleted)
Last edited by dougeff on Wed Feb 26, 2020 8:39 am, edited 1 time in total.
nesdoug.com -- blog/tutorial on programming for the NES

drludos
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Re: Falling Tiles

Post by drludos » Mon Feb 10, 2020 3:33 pm

Just tried it on emulator, and woaw, congratulations, this is a very unique and polished entry!

The gameplay is simple but solid, and I like how you managed to add some extra touches (the star that can restore a life, the "nice" when a high score is made, etc.).
Even on emulator, it does get challenging (in hard mode), so I think the easy and medium levels will be perfect with an actual zapper (I need to find a CRT TV to try it out on my NES!).

My current record (on emulator - FCEUX) is 277 in hard mode:
Image

Last but not the least, the music is awesome! Really catchy tunes that fit the game well.

Regarding improvement, I don't have any real issue to report as the game is already great and very polished :)
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FallingTiles_277.png
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Estlib
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Re: Falling Tiles

Post by Estlib » Tue Feb 11, 2020 6:19 am

drludos wrote:
Mon Feb 10, 2020 3:33 pm
My current record (on emulator - FCEUX) is 277 in hard mode:
Image
I see your 277 on hard mode and respond with 1001 on hard mode.
FallingTilesFinal-0.png
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NOPE.

calima
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Re: Falling Tiles

Post by calima » Tue Feb 11, 2020 11:17 am

Someone likes clicky games haha. Osu! player maybe?

drludos
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Re: Falling Tiles

Post by drludos » Tue Feb 11, 2020 7:08 pm

Estlib wrote:
Tue Feb 11, 2020 6:19 am
drludos wrote:
Mon Feb 10, 2020 3:33 pm
My current record (on emulator - FCEUX) is 277 in hard mode:
Image
I see your 277 on hard mode and respond with 1001 on hard mode.
FallingTilesFinal-0.png
Woaw, I'm honestly very impressed!
The game was already very fast around the 250 mark, I can't imagine how fast it moves around 1000!

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dougeff
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Re: Falling Tiles

Post by dougeff » Wed Feb 26, 2020 8:41 am

Revision A.

Increased max speed about 5%. PAL speed and music more consistent to NTSC. Added song D. Fixed minor sprite glitch.
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dougeff
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Re: Falling Tiles

Post by dougeff » Wed Feb 26, 2020 9:03 am

By the way, this game has a very advanced smooth increase in song speed. Very advanced. Here's the amazing code that makes it possible.

_new_speed:
;ax = new speed
sta FT_TEMPO_STEP_L
stx FT_TEMPO_STEP_H
rts
nesdoug.com -- blog/tutorial on programming for the NES

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Nallebeorn
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Re: Falling Tiles

Post by Nallebeorn » Wed Feb 26, 2020 3:31 pm

This is fun! Can't exactly compete with Estlib, best I can do is 364 points :)
FallingTiles_000.png
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Estlib
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Re: Falling Tiles

Post by Estlib » Wed Feb 26, 2020 4:02 pm

Nallebeorn wrote:
Wed Feb 26, 2020 3:31 pm
This is fun! Can't exactly compete with Estlib, best I can do is 364 points :) FallingTiles_000.png
FallingTilespublic5-0.png
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NOPE.

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