2016 NESDev Compo - Guidelines/Rules
Moderator: Moderators
- NESHomebrew
- Formerly WhatULive4
- Posts: 418
- Joined: Fri Oct 30, 2009 4:43 am
- Contact:
Re: 2016 NESDev Compo - Guidelines/Rules
The website has been updated with all the entries (so far). 21 entries... you guys really outdid yourselves. I need to sleep so I will be sending the voting link tomorrow. I'm guessing it will take a while to go through all of these!!
http://nesdevcompo.nintendoage.com/contest16/
http://nesdevcompo.nintendoage.com/contest16/
- rainwarrior
- Posts: 8734
- Joined: Sun Jan 22, 2012 12:03 pm
- Location: Canada
- Contact:
Re: 2016 NESDev Compo - Guidelines/Rules
What a year! It makes me really happy to see so much good stuff! Congratulations to everyone that made a game.
Re: 2016 NESDev Compo - Guidelines/Rules
I'm specially impressed by the number of scrolling platformers in comparison to single screen games, which used to dominate the homebrew scene a while ago. Not to take away from single screen games, they can certainly be innovative and addicting if done right, but technically speaking, it's nice to see that more and more developers are getting out of the "NES comfort zone" and making games that make better use of the hardware.
Re: 2016 NESDev Compo - Guidelines/Rules
Cograts everybody, this year the multicart is going to rock. So many quality games, of all genres!
- Broke Studio
- Formerly glutock
- Posts: 181
- Joined: Sat Aug 15, 2015 3:42 pm
- Location: France
- Contact:
Re: 2016 NESDev Compo - Guidelines/Rules
Everything has been said, but yeah, congratulations to everyone !
My first game : Twin Dragons available at Broke Studio.
Re: 2016 NESDev Compo - Guidelines/Rules
I was a bit suspicious of the entry Spacey McRacey, due to similarities to my example game Spacy Shooty. But, after reviewing it's code and graphics...it appears to not have used any of my code or graphics from that game. In fact, this may just be a coincidence. I wouldn't have been angry, BTW, just would have docked you points for unoriginality...IF you had just copied and recycled my game, which you clearly did not.
So, for anyone out there with the same suspicions, Spacey McRacey seems to be a completely original game.
So, for anyone out there with the same suspicions, Spacey McRacey seems to be a completely original game.
nesdoug.com -- blog/tutorial on programming for the NES
Re: 2016 NESDev Compo - Guidelines/Rules
Congrats everyone! This is the first game contest I've ever participated in and it's definitely something else. I had a blast and am just about ready to set down and start playing some of these awesome entries.
Re: 2016 NESDev Compo - Guidelines/Rules
Yeah, sorry about the naming similarity. I discovered your Spacy Shooty after I had settled on a name. It's an original game (originally I had planned for it to be an Atari 2600 game, which would have pushed that hardware pretty hard being 4-playered, but I wimped out and did it as a NES game). It was a party-game idea I've had floating around in my head for a year or so. It didn't end up being quite as much fun as I'd hoped, but I was happy that I got it done at least.dougeff wrote:I was a bit suspicious of the entry Spacey McRacey, due to similarities to my example game Spacy Shooty. .
I didn't post much progress about it here, but there's info about it on my website.
My games: http://www.bitethechili.com
Re: 2016 NESDev Compo - Guidelines/Rules
Saw this tweet today...
@NESHomebrew
@NESHomebrew
Also, to any of the entrants, expect an email tomorrow with a judging link. You might want to get a head start though....
nesdoug.com -- blog/tutorial on programming for the NES
Re: 2016 NESDev Compo - Guidelines/Rules
There's so many great entries, this is gonna be an intense competition! Really excited to see what happens!
Re: 2016 NESDev Compo - Guidelines/Rules
Re: Spacey McRacey
Nice ending screen
I feel like this could be what we tell the NESdev Compo winner.
Nice ending screen
I feel like this could be what we tell the NESdev Compo winner.
- Attachments
-
- spaceyMcRacey.png (1.59 KiB) Viewed 11737 times
nesdoug.com -- blog/tutorial on programming for the NES
- NESHomebrew
- Formerly WhatULive4
- Posts: 418
- Joined: Fri Oct 30, 2009 4:43 am
- Contact:
Re: 2016 NESDev Compo - Guidelines/Rules
Judging emails have been sent to the entrants. If you haven't received the email, check your spam folder (surveymonkey.com). If not, please send an email or message me and I will send the link.
Whoops. I also realize I made a mistake. I put January 28th in the description as the closing date instead of February 18th. Not sure how that happened.
Whoops. I also realize I made a mistake. I put January 28th in the description as the closing date instead of February 18th. Not sure how that happened.
- Jedi QuestMaster
- Posts: 688
- Joined: Thu Sep 07, 2006 1:08 pm
- Location: United States
- Contact:
Re: 2016 NESDev Compo - Guidelines/Rules
Any chance Russian Roulette can be compressed to fit on the multicart?
Re: 2016 NESDev Compo - Guidelines/Rules
Once judging is farther along, I'll see what I can squeeze. If accepted, it'd be the second "remix" entry. Just as DABG on volume 2 was the successor to FHBG on volume 1, your Russian Roulette would be the successor to Russian Roulette on volume 1.
- infiniteneslives
- Posts: 2104
- Joined: Mon Apr 04, 2011 11:49 am
- Location: WhereverIparkIt, USA
- Contact:
Re: 2016 NESDev Compo - Guidelines/Rules
Is your choice of MMC3 a required one based on features such as IRQs, fine CHR, etc? Or is it just to gain 256KByte of CHR-ROM? Assuming we use hardware similar to years past, we'll need it to be compatible with mapper 28 to support publishing on the cartridge.Jedi QuestMaster wrote:Any chance Russian Roulette can be compressed to fit on the multicart?
Based on us having somewhere on the order of 600-700KByte of PRG-ROM for the category 1 entries alone, we might be forced to target 3v 1MByte+ memories anyway. If that's the case we'll have much more than 32/36 macrocells to spare, meaning we won't really be restricted to mapper 28. Depends on what kind of magic Tepples and enrants are able to pull to condense code banks and compress CHR.
I've got some different ideas on the cartridge hardware that might make trying to fit within 512KByte more hassle than it's worth. But I need some more time to evaluate that front. So as Tepples mentioned we can just focus on completion of judging for now. Once results are posted we can start focusing on the cartridge.
If you're gonna play the Game Boy, you gotta learn to play it right. -Kenny Rogers