Progress Thread - Nebs & Debs Prequel
Moderator: Moderators
Re: Progress Thread - Nebs & Debs Prequel
Thanks for your input Sumez. For now I have commented out the wall traversal, might make it back in if the gameplay is too flat without it.
Thanks freem, I actually used the MM animation as a study source.
Thanks freem, I actually used the MM animation as a study source.
Re: Progress Thread - Nebs & Debs Prequel
Update:
* Damping is working with horizontal movement.
* Changed balloons into crystals since it seemed right.
Next up:
* Integrate famitone and create sfx for crystal captures and crystal breaks.
* Implement logic for gathering crystals (like coins in SMB1).
* Implement logic for breaking crystals (happens when Debs dashes through them). Breaking crystals resets Debs dash ability thus allowing for multiples dashes while in the air.
You can see the new movement on my twitter page: https://twitter.com/cacciatc/status/806662957195067393
* Damping is working with horizontal movement.
* Changed balloons into crystals since it seemed right.
Next up:
* Integrate famitone and create sfx for crystal captures and crystal breaks.
* Implement logic for gathering crystals (like coins in SMB1).
* Implement logic for breaking crystals (happens when Debs dashes through them). Breaking crystals resets Debs dash ability thus allowing for multiples dashes while in the air.
You can see the new movement on my twitter page: https://twitter.com/cacciatc/status/806662957195067393
Re: Progress Thread - Nebs & Debs Prequel
Now working on the first level. Here are a couple screenshots:
https://twitter.com/cacciatc/status/810313593967124480
Up next:
* Implement sprite0 HUD.
* Fix a mess of bugs discovered with the level change.
* Add crystal shatter animations.
* Add crystal collect animations?
* Implement death.
* Implement hurt animation and logic.
My goal for the end of December is to have two working levels, then another two in Jan for a total of 4 levels for the final NES 2016 submission.
Animated GIFs can be found on my twitter: Up next:
* Implement sprite0 HUD.
* Fix a mess of bugs discovered with the level change.
* Add crystal shatter animations.
* Add crystal collect animations?
* Implement death.
* Implement hurt animation and logic.
My goal for the end of December is to have two working levels, then another two in Jan for a total of 4 levels for the final NES 2016 submission.
Re: Progress Thread - Nebs & Debs Prequel
It looks really good. I'm looking forward playing this.
Re: Progress Thread - Nebs & Debs Prequel
Code: Select all
Name: Nebs 'n Debs
Submitted By: Chris Cacciatore
Category: 1
Description: Debs crashed on an alien planet and needs to collect enough crystals to repair her ship and return home. Luckily, she has the help of an accidental ally Nebs, who gives her the ability to dash through enemies, across chasms, and into all sorts of danger.
Controls: D-pad: Movement
Start: Starts the game, pauses while in game.
B: Dash
A: Jump
Rom info: Mapper NROM-256
Filesize 41 KB
Special peripherals Needed: None
Credits: Music - Richard 'kulor' Armijo
Art - Chris Cacciatore
Programming - Chris Cacciatore
Other: N/A
Re: Progress Thread - Nebs & Debs Prequel
It's simply gorgeous. The dashing turned out really smooth, and the title screen lettering is solid. I especially love the warm emphasis usage on the pause screen.
- rainwarrior
- Posts: 8735
- Joined: Sun Jan 22, 2012 12:03 pm
- Location: Canada
- Contact:
Re: Progress Thread - Nebs & Debs Prequel
Really nice! Also Kulor's soundtrack is rad. (I really love the "ending" tune.)
I notice the bottom row of attributes seems to get corrupted frequently. I tried to jump down onto one of these. :S Am I supposed to die if I jump up here? Or is this an unintentional wrap-around causing me to fall down the pit at the bottom?
I notice the bottom row of attributes seems to get corrupted frequently. I tried to jump down onto one of these. :S Am I supposed to die if I jump up here? Or is this an unintentional wrap-around causing me to fall down the pit at the bottom?
Re: Progress Thread - Nebs & Debs Prequel
Another very nice entry! I did run into a few problems while dashing, though...
Dashing in the air once sent me behind the clouds and the collision map no longer matched what was being displayed on the screen. I couldn't replicate this in the air, but dashing against this wall or against the edge of the screen a few times does eventually make me land on the opposite side of the screen, and the collision map is wrong.
Dashing against the wall: Landed on the opposite side: Standing on air:
Dashing in the air once sent me behind the clouds and the collision map no longer matched what was being displayed on the screen. I couldn't replicate this in the air, but dashing against this wall or against the edge of the screen a few times does eventually make me land on the opposite side of the screen, and the collision map is wrong.
Dashing against the wall: Landed on the opposite side: Standing on air:
Re: Progress Thread - Nebs & Debs Prequel
Thanks M_Tee I am a fan of the pause screen too.M_Tee wrote:It's simply gorgeous. The dashing turned out really smooth, and the title screen lettering is solid. I especially love the warm emphasis usage on the pause screen.
Aye, Kulor did a great job.rainwarrior wrote:Really nice! Also Kulor's soundtrack is rad. (I really love the "ending" tune.)
Interesting, I hadn't noticed that behavior. Thanks for the report. I will check it out.rainwarrior wrote:I notice the bottom row of attributes seems to get corrupted frequently. I tried to jump down onto one of these. :S
Bummer, a regression it would appear I've fixed that bug a couple times now!rainwarrior wrote: Am I supposed to die if I jump up here? Or is this an unintentional wrap-around causing me to fall down the pit at the bottom?
Re: Progress Thread - Nebs & Debs Prequel
Thanks for the reports. Thought the wrap around bug had been fixed.tokumaru wrote:Another very nice entry! I did run into a few problems while dashing, though...
Dashing in the air once sent me behind the clouds and the collision map no longer matched what was being displayed on the screen. I couldn't replicate this in the air, but dashing against this wall or against the edge of the screen a few times does eventually make me land on the opposite side of the screen, and the collision map is wrong.
- FrankenGraphics
- Formerly WheelInventor
- Posts: 2064
- Joined: Thu Apr 14, 2016 2:55 am
- Location: Gothenburg, Sweden
- Contact:
Re: Progress Thread - Nebs & Debs Prequel
This is a very solid and enjoyable entry! Music is fitting and great, too.
Maybe it's just me not mastering the height of the jump yet , but i keep bumping into this platform repeatedly, everytime in the beginning of level two, and kind of wish it was something like the edit to the right in this pic. A very minor issue in a great platforming experience.
Something caused the screen to go gray in fceux (2.2.2) when paused on my first play, but i cannot replicate it.
Maybe it's just me not mastering the height of the jump yet , but i keep bumping into this platform repeatedly, everytime in the beginning of level two, and kind of wish it was something like the edit to the right in this pic. A very minor issue in a great platforming experience.
Something caused the screen to go gray in fceux (2.2.2) when paused on my first play, but i cannot replicate it.
Re: Progress Thread - Nebs & Debs Prequel
Thanks for the input. Yeah, that beginning section can be annoying. Also will keep an eye out for the gray screen.FrankenGraphics wrote:This is a very solid and enjoyable entry! Music is fitting and great, too.
Maybe it's just me not mastering the height of the jump yet , but i keep bumping into this platform repeatedly, everytime in the beginning of level two, and kind of wish it was something like the edit to the right in this pic. A very minor issue in a great platforming experience.
Something caused the screen to go gray in fceux (2.2.2) when paused on my first play, but i cannot replicate it.
Re: Progress Thread - Nebs & Debs Prequel
rainwarrior what emu were you running when you noticed the attr glitches on the bottom row? I haven't been able to reproduce on FCEUX 2.2.3; however, on my Powerpak I do get weirdness-- sometimes attributes are wrong, other times the background tiles, and other times sprites. I was under the impression that my Powerpak was being wonky though. Will need to investigate.rainwarrior wrote: I notice the bottom row of attributes seems to get corrupted frequently. I tried to jump down onto one of these. :S
- rainwarrior
- Posts: 8735
- Joined: Sun Jan 22, 2012 12:03 pm
- Location: Canada
- Contact:
Re: Progress Thread - Nebs & Debs Prequel
I was using FCEUX 2.2.3 (+ a few more recent additions, I build from source, but it's basically 2.2.3), though it might be important that I use New PPU mode.
I don't seem to see the attribute problems on the first stage, but they seem to occur frequently in the second stage. I also notice in the second stage "bumps" in the vertical scrolling now and then, almost like the scrolling is set too late, might be related to the same problem?
Problem seems to occur in Nintendulator too (the vertical shake + the attribute corruption, specifically in stage 2).
I don't seem to see the attribute problems on the first stage, but they seem to occur frequently in the second stage. I also notice in the second stage "bumps" in the vertical scrolling now and then, almost like the scrolling is set too late, might be related to the same problem?
Problem seems to occur in Nintendulator too (the vertical shake + the attribute corruption, specifically in stage 2).
- rainwarrior
- Posts: 8735
- Joined: Sun Jan 22, 2012 12:03 pm
- Location: Canada
- Contact:
Re: Progress Thread - Nebs & Debs Prequel
I've noticed another problem. This has happened to me a few times in the first stage, if I take the "lower" path and get the extra dash token, there's a high probability that I get killed by an invisible enemy in one particular spot.
Attached is a short FCEUX movie file demonstrating the problem, around about frame 1800 (~30 seconds) I seem to hit an invisible enemy in the air?
This is a picture of the spot just before it happens:
Attached is a short FCEUX movie file demonstrating the problem, around about frame 1800 (~30 seconds) I seem to hit an invisible enemy in the air?
This is a picture of the spot just before it happens:
- Attachments
-
- invisible_enemy.zip
- (750 Bytes) Downloaded 665 times