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PostPosted: Sun Mar 04, 2018 11:05 pm 
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zzo38 wrote:
Please supply the ability to skip cutscenes. I find cutscenes annoying and you can just put everything in the book anyways.

They're already optional. You can move the cursor down from "Show intro" to "Start" and just use that option to start the level instead, which will go right to the level. That'll also prevent any other cutscenes like post-battle ones from showing.

You can also abort out of any dialog (including signs) with Start.


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PostPosted: Mon Mar 05, 2018 1:58 am 
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NovaSquirrel wrote:
zzo38 wrote:
Please supply the ability to skip cutscenes. I find cutscenes annoying and you can just put everything in the book anyways.

They're already optional. You can move the cursor down from "Show intro" to "Start" and just use that option to start the level instead, which will go right to the level. That'll also prevent any other cutscenes like post-battle ones from showing.

You can also abort out of any dialog (including signs) with Start.
O, OK, that is good then.

_________________
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PostPosted: Fri Mar 09, 2018 12:12 pm 
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Hello,

I tried to modify the source code to have no damage. i find in enemy.s the increment damage counter :

inc ObjectF4,x ; increment damage counter
lda ObjectF4,x
cmp #4

i tried to modify cmp #4 with higher value but it doesn't works. I suppose there are others tests elsewhere, but were ? :roll:


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PostPosted: Fri Mar 09, 2018 12:47 pm 
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jogynes wrote:
I tried to modify the source code to have no damage. i find in enemy.s the increment damage counter

You want HurtPlayer in global.s. You can just replace its code with an RTS. What you found was code for an enemy that takes 3 shots to die.


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PostPosted: Fri Mar 09, 2018 1:01 pm 
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it works fine, thanks :D


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PostPosted: Thu Apr 05, 2018 1:29 am 
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Progress update:

Image
I started on an in-game level editor/sandbox thing, and it will be the very last level in the game.

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Platforms that fall down when you step on them. They can actually go in any direction, not just down.

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I made a few levels for world 5, which takes on an art style similar to Double Action Blaster Guys. I made a video showing gameplay, and also showing one of the world 4 bosses.

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You can fight Forehead Block Guy! He's the new World 2 boss. He walks at you while continuing to throw blocks.

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The first world 4 boss is my old Fighter Maker 2 character, and he has three attack phases, where he first attempts to kick you, and then attempts to bodyslam you, and then does this trickier attack where he flies into the sky and stomps. You hurt him a few times to get him to move onto the next phase.

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The second World 4 boss is on the background layer, so I think the boss fight will end up involving platforms made of sprites. Not sure past that.

I think I'm actually on track to finish this game this year, probably in June. I only have a few more levels and bosses to make, and I've gotta apply the rest of the polish I wanted to have as well as put the soundtrack in.


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PostPosted: Sun Apr 08, 2018 4:22 pm 
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I was thinking earlier that it would be pretty fun if there was a boss fight with no floor, but randomly generated platforms moving from the sides of the screen.


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PostPosted: Wed Apr 11, 2018 3:43 am 
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Location: Croatia
A level editor! Awesome!


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PostPosted: Mon Apr 16, 2018 8:18 am 
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It's fun to look through this thread and see all the progress you've made with your game. Keep up the great work!


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PostPosted: Thu May 17, 2018 12:53 am 
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Here it is, a ROM with all 33 levels and all 7 bosses, ready for playtesting purposes.

This ROM is not final and has some known problems that need addressing, and some other polish that I need to add (like there's still no music!), and while it's not ready for full attention from everyone and streaming (especially not reviewing), all of the gameplay should be done and ready for comments.

I still plan to make a few more levels for epilogue purposes, and maybe throw in some more extras.


Attachments:
nova.nes [256.02 KiB]
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PostPosted: Thu May 17, 2018 2:53 pm 
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Thanks for sharing - I look forward to trying this version out! I remember playing an earlier release and it was good fun, although the lack of music was very apparent. Are you doing the music for this yourself?


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PostPosted: Thu May 17, 2018 4:04 pm 
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dobbo2k wrote:
Thanks for sharing - I look forward to trying this version out! I remember playing an earlier release and it was good fun, although the lack of music was very apparent. Are you doing the music for this yourself?

Yeah, I feel like music contributes a whole bunch to making a game feel polished, and I'm not opening the game up to wide attention until it at least has music. It's being done by za909 on this forum, though he no longer uses that name. He's already composed a bunch and there isn't a lot to go until the soundtrack's done and I put all of it in.


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PostPosted: Thu May 17, 2018 7:40 pm 
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Very good! My only complaint is that I'm having difficulties reading pixelated monospace text with huge spacings. I'd rather prefer some SMB3-ish font which is more like Courier New, but that's a nitpick.

About the gameplay, it's kinda fun, but very slippery. It's fast which is fun, but it's also tantalizing because if I run too fast, I can "DIE!" (as your sound effect says). Could you maybe add something like a glide option or a jetpack powerup which gives you the ability to extend your jump or to increase your Y speed upwards while in mid air?

I like it how there's a level editor at the ending. I'm assuming that Nova figures out it's all a game and tries to do her best to save the day by hacking it and using some level editor tools to finally defeat the final boss. It's a very interesting concept to have a level editor as an unlockable thing near the ending of the game.


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PostPosted: Thu May 17, 2018 8:17 pm 
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I tried to fix some of the slipperiness by making the speed and acceleration configurable, though maybe those options aren't enough? You can buy auto balloons from the shop (once you've unlocked it) to automatically rise up out of any pits you fall into. I'm not sure exactly which traits I should change to make it feel better. I don't think it's really recommended to run most of the time though, especially since you can't see super far ahead.

The level editor is separate from the plot, and mostly because all of my previous NES releases, even the original Forehead Block Guy have one. "You beat all the levels, go ahead and make some of your own", etc.


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PostPosted: Fri May 18, 2018 6:26 am 
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8bitMicroGuy wrote:
I like it how there's a level editor at the ending. I'm assuming that Nova figures out it's all a game and tries to do her best to save the day by hacking it and using some level editor tools to finally defeat the final boss.

Too bad the budget isn't big enough to license "Spybreak!" by Propellerheads, the iconic big beat piece that played last time a character realized he was The One in a simulation.


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