Looking for NES Coder ( Paid )

Discuss technical or other issues relating to programming the Nintendo Entertainment System, Famicom, or compatible systems.

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tokumaru
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Re: Looking for NES Coder ( Paid )

Post by tokumaru » Tue Oct 27, 2015 1:25 pm

I too am interested in seeing some gameplay footage.

DRW wrote:the only thing we actually get to see is one single image:
https://cashinculture.3dcartstores.com/ ... ebsite.png

Which isn't even final, considering tepples' sprite breakdown above.

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Kasumi
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Re: Looking for NES Coder ( Paid )

Post by Kasumi » Tue Oct 27, 2015 1:30 pm

I'm sure they'll post a footage when they're ready to post footage. Just be patient. Even if they're sitting on some glorious gameplay footage they already have, that's probably for a reason. Asking the same question every few days won't do much.

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DRW
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Re: Looking for NES Coder ( Paid )

Post by DRW » Tue Oct 27, 2015 1:50 pm

Kasumi wrote:I'm sure they'll post a footage when they're ready to post footage.

I consider this:
DavidTCE wrote:Just a note to everyone. WE DID IT! We went from 0 to Final with the full game production cycle and managed to complete the game thanks to some very awesome members that were grabbed from this very forum!
the very definition of "ready".

Kasumi wrote:Just be patient. Even if they're sitting on some glorious gameplay footage they already have, that's probably for a reason.

Maybe it is for a reason, maybe it isn't. Maybe it is for a shitty reason.

For example, maybe they want to create some fancy trailer. You know, a trailer with a voiceover where you never see more than three consecutive seconds of gameplay:
www.youtube.com/watch?v=EQ3clCcwHFc

But I don't care. I don't want a trailer. I want to see someone playing the game. This should be the "trailer". I don't need some voiceover that tries to set me in the mood for the game. I don't need some cut together scenes. Just sit down for five minutes, play the game, record it and put it on YouTube.

Kasumi wrote:Asking the same question every few days won't do much.

Maybe it won't, but maybe it will. Maybe they realize that they should concentrate on actually presenting the game as it is instead of wasting time putting together a trailer, as they said.
But I know one thing that definitely won't get us anything any faster: Doing absolutely nothing.
Available now: My game "City Trouble".
Website: https://megacatstudios.com/products/city-trouble
Trailer: https://youtu.be/IYXpP59qSxA
Gameplay: https://youtu.be/Eee0yurkIW4
German Retro Gamer article: http://i67.tinypic.com/345o108.jpg

tepples
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Re: Looking for NES Coder ( Paid )

Post by tepples » Tue Oct 27, 2015 3:14 pm

To get a video of level 1 "School" faster, answer this question:

I'm having trouble finding an NES emulator for Linux that records video. I tried rendering FM2 to AVI in FCEUX in Wine, and it converted about two seconds. Which emulator do you suggest? Or can it wait until I'm on a Windows box? Or will I need to hook up my DVD recorder?

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DRW
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Re: Looking for NES Coder ( Paid )

Post by DRW » Tue Oct 27, 2015 3:29 pm

I don't know an emulator for Linux. I work on Windows exclusively.

tepples wrote:Or can it wait until I'm on a Windows box? Or will I need to hook up my DVD recorder?

I'm sensing a bit of bitterness/sarcasm here. But be honest: Isn't it indeed a bad idea to advertise a game for weeks with only one screenshot? Wasn't my complaint absolutely justified?

I mean, it's not like the game wasn't ready for showing. If you guys publish it on a convention and people play it:
https://scontent-fra3-1.xx.fbcdn.net/hp ... e=56C9BFCB
you could have easily made a video: Take out a smartphone and film the TV when somebody plays the game. It would still have been better than showing one still image on the website and nothing else.
Available now: My game "City Trouble".
Website: https://megacatstudios.com/products/city-trouble
Trailer: https://youtu.be/IYXpP59qSxA
Gameplay: https://youtu.be/Eee0yurkIW4
German Retro Gamer article: http://i67.tinypic.com/345o108.jpg

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rainwarrior
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Re: Looking for NES Coder ( Paid )

Post by rainwarrior » Tue Oct 27, 2015 3:45 pm

I think the real reason DavidTCE hasn't responded to your repeated query, DRW, is that doesn't check this thread every single day like you do.

If you check his user profile, you'd see that he hasn't even been to this website in about a week (i.e. since the last time he posted in this thread). Repeating yourself doesn't make him come and check the thread any more often. :P

If you really want to know, why don't you contact him through his website?

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DRW
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Re: Looking for NES Coder ( Paid )

Post by DRW » Tue Oct 27, 2015 4:05 pm

My post wasn't exclusively directed towards David. Anybody who could provide gameplay footage, be it Tepples, mustardseed or whoever, would be of help to me.
Available now: My game "City Trouble".
Website: https://megacatstudios.com/products/city-trouble
Trailer: https://youtu.be/IYXpP59qSxA
Gameplay: https://youtu.be/Eee0yurkIW4
German Retro Gamer article: http://i67.tinypic.com/345o108.jpg

psc
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Re: Looking for NES Coder ( Paid )

Post by psc » Tue Oct 27, 2015 9:19 pm

I would like to see this project succeed, but if there isn't a strong marketing push, you're going to miss out on your prime window. Who wants to play a Halloween themed game during Thanksgiving or Christmas?

I agree with DRW that it's very odd that there seems to be no gameplay or even screenshots anywhere. I'm sure someone could at least take some emulator screen caps, or a smart phone video. Why sink so much time and money into a project and not properly promote it? Why have I not seen any news articles or reviews for this? See this for example: www.popularmechanics.com/culture/gaming ... ideo-game/

I was looking forward to this, as it's the first retro project on record that a homebrewer was hired to do. If it succeeds, it may help elevate the scene in general, and open the door for more releases in the future.


PS: Maybe you could re-skin the game for the other holidays. Imagine beating up Santa's elves or the Easter bunny.

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Re: Looking for NES Coder ( Paid )

Post by tepples » Wed Oct 28, 2015 3:29 pm


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darryl.revok
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Re: Looking for NES Coder ( Paid )

Post by darryl.revok » Thu Oct 29, 2015 12:22 am

I just buy game 50 federal reserve notes.

Not sure if include box/manual/swag.

Look forward to commence play.

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darryl.revok
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Re: Looking for NES Coder ( Paid )

Post by darryl.revok » Thu Oct 29, 2015 1:45 pm

Is this 8x8 BG collision?

From the video is looks like you have some interesting collision routines.

He jumped over the sloped door so we didn't get to see how that worked, but I noticed the bleachers have lengths that differ by less than 16 pixels. Also, the piles of dirt have a fine collision detection.

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Re: Looking for NES Coder ( Paid )

Post by tepples » Thu Oct 29, 2015 2:22 pm

darryl.revok wrote:Is this 8x8 BG collision?

There's an RLE heightmap at 8x4 pixel resolution, combined with rectangular slabs for ceilings and platforms-above-platforms. The bleachers are zero-height slabs, which allow passing upward. Stairs smaller than 8 pixels tall are treated as slopes.

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darryl.revok
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Re: Looking for NES Coder ( Paid )

Post by darryl.revok » Thu Oct 29, 2015 2:53 pm

That's pretty impressive. It looks nice and smooth, and the tunes are SWEET!

There's a ton of story so DRW should be happy. I'm more of a press start kinda guy. :)

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tokumaru
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Re: Looking for NES Coder ( Paid )

Post by tokumaru » Thu Oct 29, 2015 3:02 pm

darryl.revok wrote:There's a ton of story so DRW should be happy.

On the other hand, it does feel quite a lot like a beat 'em up (with more platforming than the typical beat 'em up, though), a style that apparently he doesn't like.

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DRW
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Re: Looking for NES Coder ( Paid )

Post by DRW » Thu Oct 29, 2015 3:44 pm

darryl.revok wrote:There's a ton of story so DRW should be happy.

In general, I don't care for story in games that much. It's fine when they have it, but it wouldn't matter if they didn't.
The remark that I once made about a game with a good plot was referring to the desire to have one specific game that has a really good storyline.
And in that statement, I was talking more about action RPGs where the story is told through the fact that you can talk to people and walk around wherever you want. I was not talking about "Ninja Gaiden"-like cutscenes.
If you want to see the 8 bit game with, in my opinion, the best in-game story, have a look at "Final Fantasy Adventure".


Alright, now to the game itself:


tokumaru wrote:On the other hand, it does feel quite a lot like a beat 'em up (with more platforming than the typical beat 'em up, though), a style that apparently he doesn't like.

I don't mind the style in that game. I only hate these games where the screen stops until you have defeated all opponents and where the opponents take many hits until they're defeated. Those beat em ups are just so slow-paced. In "Haunted Halloween", you just need to attack the opponents two or three times and you can defeat them on the go, so that's fine.


Visually, you have created a really great atmosphere. But there are some things that I have issues with.


Firstly, the music.
That's really the worst part of the game.
The title screen music is o.k. But the intro and level music is really unpleasant.


Secondly, perspective:

http://www.youtube.com/watch?v=cGf0ivVHPnU&t=5m45s
What the... :shock: Did the character just jump into the background graphics?

How could you make this stand in the background an actual platform? Visually, this is totally wrong.
You're standing in the middle of the floor. It even has an isometric perspective which give it a 3D feel and a pretty clear picture of the character's Y-axis. But the movement remains a straight left/right thing and therefore purely 2D.
Now, you jump right up and suddenly you're standing on the third stair from the background.
Are we supposed to believe that the character made a big diagonal jump into the screen?

And later the same problem: You let yourself fall from the right edge of the stairs and suddenly you're standing in the middle of the floor again.


Next thing that I noticed: Why does the guy live in a giant's house?
Image


Then: You have two animation phases for the character in the cutscenes:
Image

Why don't you use them when you let him run?
http://www.youtube.com/watch?v=cGf0ivVHPnU&t=2m21s

Why do you always use just one of these images per scene instead of switching every few frames to give it some abstract rendition of movement?

Then a minor complaint:
Image

Elementary school? So, we're not playing a teenager like in most of these works? The zombie apocalypse was thwarted by some 10 year old boy?


So, my feedback might have been a bit negative, but I thought after I asked for it so many times, I owned you more feedback than just "Pretty nice game."
Available now: My game "City Trouble".
Website: https://megacatstudios.com/products/city-trouble
Trailer: https://youtu.be/IYXpP59qSxA
Gameplay: https://youtu.be/Eee0yurkIW4
German Retro Gamer article: http://i67.tinypic.com/345o108.jpg

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