Dizzy Melanchony Of Existance Chapter 0

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Denine
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Dizzy Melanchony Of Existance Chapter 0

Post by Denine » Sun Aug 07, 2011 4:00 pm

Here it is!
At last nesdev compo version is improved enough to release it to public.
All details are in Readme.txt, check those out!

(Copy-past from engdenine.cba.pl)
After some struggle I'm proudly releasing Dizzy MOE into community!
Dizzy MOE is NES Homebrew.It has new Hero-Kolo.
MOE is short from "Melanchony Of Existance".
Also CH0 means Chapter 0-So there's going to be more(if nothing goes bad).
The game gameplay resemble Classic Dizzy game's much.
As for ROM:
http://dl.dropbox.com/u/1309313/www.den ... %20CH0.rar

Feedback is really important to me:)
Have Fun.

IMPORTANT NOTE:
Game is working fine with those emulators:
FCEUX,
Nestopia,
RockNES,
NessterJ,
Nintendulator.
Hoever nowa_era has reported that this game crash completly when played on hardware.(but era claimed to have programator half-broken).
So anyone can check it for me?

Kojote
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Post by Kojote » Tue Aug 09, 2011 7:24 pm

I had a go using VirtuaNES. It plays perfectly fine but the graphics really need improvement ;) Other than that, excellent work! I also posted it on the PDRoms main page, so I hope it will get a bit more attention.
Kojote
http://www.pdroms.de - Homebrew news for consoles & handelds
http://www.retroguru.com - Retroguru Game Development
http://www.speckdrumm.org - Speckdrumm - Austrian Demogroup
http://www.retromagazine.eu - Retro - German Retrogaming Print-Magazine

WJYkK
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Post by WJYkK » Tue Aug 09, 2011 11:40 pm

As you wanted, here are some quirks:
  • The first time playing it I was actually really confused as to what to do, and the readme helped slightly. I think you should put out a tad bit more instructions, especially in the game.
  • The collision detection is a bit weird at times, e.g. getting stuck on corners, bouncing against a wall, and the fact that when you stand on one pixel on the ground, it considers that you are on the ground (which doesn't make a lot of sense).
  • If you take out the swimming suit while in the small pool, you won't die until you touch the surface.
  • If you leave an item on the elevator, the elevator appears to have random holes in it.
  • "A elevator key"/"A HTS prototype" (minor grammatical mistake, should be 'an').
  • I feel as if I'm moving way too slow, seeing as I put one of my fingers on the 240FPS button.
  • You have to approach way too close to the fish monster thing to kill it. Sometimes I wonder if the next step will be close enough or am I going to die.
  • When teleporting between 2 HTSs on the same screen, it shouldn't flash (unless that was on purpose)
Despite all this minor stuff, the game was genuinely fun!

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qbradq
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Post by qbradq » Wed Aug 10, 2011 7:35 am

Swimming suits? Fish monsters? Holy cow, I've got to try this game :D Hopefully I'll have some time this weekend.

Denine
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Post by Denine » Fri Aug 12, 2011 4:27 am

@Kojote
Thank you very much for posting it there!
I know graphics needs improvement, I'll work on that :)
@WJYkK
Thank you for feedback, I'll fix things that are need to be fixed.
@qbradq
Just keep in mind that I'm not a graphics master.;)

dic-sc7 from emunes.pl forums checked how it works on real hardware.
It have blinking and GFX problems on Famicom, but work good on NES.
After removing Shiru's famitone from NMI it works fine on Famicom and NES. So there's going to be a fixed version of MOE soon, I hope.

Denine
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Post by Denine » Wed Aug 31, 2011 7:14 am

I updated link in first post.
Here's Fixes list:

Code: Select all

:
-Working on Real Hardware now.
-Jump out of elevator(when it's still moving).
-0F screen bottom pointer fixed.
-Fixed bug with swimming suit and bottom of small pool.
-Fixed distance you have to be to kill sea monster
-Fixed HTS flash when you use it to teleport to the same screen.
-Readme and in game spelling corrected.

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Gilbert
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Post by Gilbert » Wed Aug 31, 2011 7:31 pm

Looks nice!

I haven't checked the old version, but there seems to be some problem in this new version.

The backpack menu is messed up, when you choose item with up/down the arrow doesn't match with the item position.

I didn't know this at first but I got stuck, so I checked a youtube video of it and I discover that the backpack menu has been touched up(the video used an old version of the game) but the arrow still points to the position of the item like in the old version.

Also, I don't know whether it's my problem or what. I couldn't drop the elevator key as shown in the video, leaving me still stuck on the game.

P.S. It seems that the game was designed without taking account of the 8-sprite-per-line limit. That's why part of the elevator would disappear when an item was placed there.

Denine
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Post by Denine » Thu Sep 01, 2011 11:36 am

I'm sorry! I don't know how I missed it.
Archive is updated. Sorry about it.
P.S. It seems that the game was designed without taking account of the 8-sprite-per-line limit.
I, don't know how to abuse 8 sprite per line limit.
I asked
once how to, but i still have no idea how to.

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Gilbert
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Post by Gilbert » Thu Sep 01, 2011 7:21 pm

Hmmm. Is it just me? The menu cursor is fixed, but I still cannot drop any item. I've tried the ROM used for entering the competition (which is an (very) old version) and item dropping/placing worked, but not in this new version.

3gengames
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Post by 3gengames » Thu Sep 01, 2011 8:05 pm

Denine wrote:I'm sorry! I don't know how I missed it.
Archive is updated. Sorry about it.
P.S. It seems that the game was designed without taking account of the 8-sprite-per-line limit.
I, don't know how to abuse 8 sprite per line limit.
I asked
once how to, but i still have no idea how to.
One way is to start OAM on different numbers before the transfer, and the other is to put the objects in your game on the screen in different order each time so they rotate priority.

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tokumaru
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Post by tokumaru » Thu Sep 01, 2011 8:09 pm

Denine wrote:I, don't know how to abuse 8 sprite per line limit.
You don't really "abuse" it... just don't put the same sprites in the same OAM positions every frame. Use whatever method you see fit for randomizing the OAM slots used for drawing your game objects, effectively "shuffling" the sprites (and their priorities, which is the key word here) around every frame.

Denine
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Post by Denine » Fri Sep 02, 2011 6:29 am

@Gibert
Um, I'm sorry, this, somehow slipped by me. I'm really sorry.
I updated archive.

@3gengames & tokumaru
I'll try harder in next game. Thanks for tips.

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