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PostPosted: Thu Oct 13, 2016 7:25 am 
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A little late to the party, but last week I finally started my compo entry!

Attachment:
filthy-kitchen.png
filthy-kitchen.png [ 2.52 KiB | Viewed 4330 times ]


Filthy Kitchen is a side-scrolling platformer about killing flies in your kitchen, while collecting unspoiled food that has been left out. The main mechanic revolves around the fly swatter projectile, which gets thrown forward, then returns back to the player (inspired by Ninja Gaiden's shuriken boomerang). If you can dodge the fly swatter (and enemies and obstacles) you can use its orbital path to kill multiple enemies and rack up combos.

Having already made a top-down shooter, and 4-way scrolling puzzler, I wanted to finally take a stab at an action / platformer. This is also the first time I'm using 8x16 sprites and sprite zero for the HUD.

So far I've got the scrolling engine working with off-screen nametable / attribute updates and collision detection. Up next is the fly swatter weapon and enemies.

Here's a spritesheet!
Attachment:
preview.png
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PostPosted: Thu Oct 13, 2016 8:54 am 
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Looks good, I like the main character. His hair reminds me of Kid Niki.

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PostPosted: Thu Oct 13, 2016 9:02 am 
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Cool. Interesting perspective for the platforms; will the player be able to move along a z-axis?


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PostPosted: Thu Oct 13, 2016 9:36 am 
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dougeff wrote:
Looks good, I like the main character. His hair reminds me of Kid Niki.


Kid Niki was definitely on my mind while I was drawing him!

dullahan wrote:
Cool. Interesting perspective for the platforms; will the player be able to move along a z-axis?


Nope, 2D only. It's my half attempt to imitate Ninja Gaiden's pseudo 2.5D looking levels. I've gotten some feedback that it can look confusing, so I'm attempting to reduce that issue while still keeping it stylized.


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PostPosted: Mon Nov 07, 2016 1:05 pm 
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Update time!

Current build has a working HUD (using sprite 0), flies that spawn every so often, collision detection between flies and the swatter, and ducking. ROM is attached.

Next up:
Scoring / Combos
Player damage
Fly movement

Known problems:
The sink should damage the player (it's so dirty), but instead they fall through it
End of the level has no floor, the plan is to make it a vertical wall


Attachments:
filthy-kitchen_build0054.nes [24.02 KiB]
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PostPosted: Sun Nov 20, 2016 2:07 pm 
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Very nice! The physics/motion of the flyswatter seemed right on.

For some reason I really enjoyed running off the world and watching the infinite acceleration kick in....

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PostPosted: Sun Nov 20, 2016 10:45 pm 
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I really like the swatter mechanic :D

Good job!

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PostPosted: Thu Nov 24, 2016 2:20 pm 
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Thanks very much!

gauauu wrote:
For some reason I really enjoyed running off the world and watching the infinite acceleration kick in....


It's kinda mesmerising, isn't it? It has made me put off implementing vertical walls.


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PostPosted: Sun Nov 27, 2016 4:42 pm 
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New build!

Features include:
Scoring & combos, points per fly doubles up to 25,600 as long as a combo is maintained.
Full player animation, though I wouldn't call it finalized just yet.
Flies move around, mostly randomly.
Vertical wall collision.

Next steps:
Take damage from colliding with flies.
Change random, continuous fly spawning into something more reasonable.
Other obstacles to get hurt by.
Food pick-ups for bonus points.


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filthy-kitchen-build0070.nes [32.02 KiB]
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PostPosted: Sun Nov 27, 2016 5:25 pm 
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What's the goal? To collect all the spoiled food, and not get killed? Or, just high score (by killing flies, collecting things?)

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PostPosted: Sun Nov 27, 2016 9:23 pm 
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Great question! Still just working on the engine, but I think the final version will have two modes. One, survival, where you play as long as you can in one environment and try to get a high score. And another, campaign, where you play through eight levels (kitchens), and complete each level by getting the unspoiled food at the end, like a typical platformer. My level engine is pretty flexible, imports them through png, and is currently using less than 16k; so as long as the compression works ok, it should be able to support 8 levels within the 64k limit.


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PostPosted: Wed Dec 07, 2016 10:52 am 
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New rom!

Recent additions:
Damage from flies, utensils, dirty sink
Health meter, and death when it runs out
Food pick-ups to gain health and points
Tweaked the palette

I think the game engine is mostly finished by this point, though I'll likely add better fly AI and slick floors at some point. Next I plan on making levels that are actually interesting, intro screens, menus, game over, and art improvements.


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filthy-kitchen-build0090.nes [32.02 KiB]
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PostPosted: Fri Dec 16, 2016 1:05 pm 
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Good work!

The game is already very playable and it reminds me our recents fights with flies in our own office kitchen ;)


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PostPosted: Tue Jan 31, 2017 9:11 pm 
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Submitted!

Code:
Name:
  Filthy Kitchen

Submitted By:
  dustmop

Category:
  Action platformer

Description:
  The kitchen is filthy, clean it up!

Controls:
  D-pad: Movement
  B: Throw your swatter
  A: Jump

Rom info:
  Mapper 28
  Filesize 64k

Credits:
  Dustmop - Developer
  Shiru - Famitone
  Knife City - music


Attached below is the mapper 28 ROM, plus an MMC3 build for compatibility's sake.


Attachments:
File comment: MMC3
filthy-kitchen-mmc3.nes [64.02 KiB]
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File comment: Mapper 28
filthy-kitchen.nes [64.02 KiB]
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PostPosted: Sat Feb 04, 2017 12:06 pm 
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Played this to judge it, really fun.

Noticed two bugs: select does weird things to the colors, and on the second level I fell through the broom 6 times, only on the 7th try it managed to pick it up.


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