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

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hap
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Post by hap »

When you think Heroes of the Lance was my mom, it really look crap.
:lol:

Enemy design: you mean AI, or graphics?
If you mean graphics, do a bit of designing with pencil and paper first.
doynax
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Post by doynax »

I'm trying out googlepages to host the demos. So here we go.

The C64 shooter: http://doynax.googlepages.com/botst.d64
Play it in VICE (or some other C64 emulator) with true drive emulation enabled. Don't forget to set up the joystick controls.

And then there's the polygon demo: http://doynax.googlepages.com/polynes.nes

Signing up and uploading the files went remarkably smoothly, what with already having a gmail account. Plus they seem to allow direct linking without any any annoying ads or waiting lists. If I'm lucky it might even be a bit reliably than my previous host ;)
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Bregalad
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Post by Bregalad »

hap wrote: Enemy design: you mean AI, or graphics?
If you mean graphics, do a bit of designing with pencil and paper first.
Well, both. I know I almost always draw stuff first before pixelizing it (altrough I usually put few detail, because I suck at drawing), and usually the end result is quite different but I don't care that much. I now have a lot of enemies drawn, enough for a game. I just don't have converted them to pixel yet, as I want perfect AI for my first few enemies, and more specifically, for my first boss.

The polygon demo looks quite cool and promising, and is really fast. However, I'd say 2 polygons aren't enough to hope any 3D graphics yet. 50 or so of them are needed for very simple scenes, I guess (I'm not an expert). So while nobody say it's impossible, I think chances are that this will end up a bit slow but who knowns ?
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Dafydd
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Post by Dafydd »

NESnake 2 is pretty nice, yes.
doynax
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Post by doynax »

Bregalad wrote:The polygon demo looks quite cool and promising, and is really fast. However, I'd say 2 polygons aren't enough to hope any 3D graphics yet. 50 or so of them are needed for very simple scenes, I guess (I'm not an expert). So while nobody say it's impossible, I think chances are that this will end up a bit slow but who knowns ?
You're probably right, and it was only meant to display spinning polyhedrons and such in the first place.
Luckily the overhead lies more in the number of tiles covered by the lines than the number of lines, so there is hope.
Celius
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Post by Celius »

I agree that NESnake 2 is really awesome. Really great music, and overall, a very professional game. I love the detail in that game. Like how the screen shakes when you hit the wall, and the word "Crash" (I think) comes on and the letters are all shaking. It's all very cinematic.

It seems most of us are still in the process of making our games. I have yet to see someone come out with a homebrew that tells a long and epic tale (Like an RPG or an action RPG). Most homebrew games I've seen are minigames, but they're all pretty good.

We can't lose hope about cutscenes. It's obvious that wireframe is possible, and to tell the truth, filling is just one step further. However, doynax's demo seems a little complicated, since the triangle appears as if it were colored glass. It's slightly transparent. But doing solid polygons may not be too hard.
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Sivak
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Post by Sivak »

I've done two games.

Geminim - Based on the logic game of Nim. It's in cartridge form
Siamond - Clone of Simon. Will be in cart form.

I have a third idea for something bigger, but I haven't really started.
WhoaMan
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Post by WhoaMan »

I have slowly been working on a few things for the hell of it. i doubt anyone would want to play them but oh wells, it keeps me busy when i am not working (i work ALOT). anyways, these are all the concept images though the games are further along than this.

the first is part of a 5 year long project.... coding and recoding.... recoding again.... and again... and again.... I am currently in the middle of the last rewrite... after this the game will be complete. anyways, here is the current, new crap for hotlogic (it now doesnt suck as much)

Image
here is the old version from the minigame compo.... it looks better now huh
Image


another one i have been working on, is a clone of Gyromite done the way i think it should have been done (no R.O.B. though... sadly :().
Image

and the last one i have been working on, is just a card game... war. i have the engine all done with the exception of the drawing routines. it randomly generates the deck and i can run thru the game by watching the memory. here is what it will look like when it is done
Image
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Sivak
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Post by Sivak »

@WhoaMan: That first one looks interesting. Is it a puzzle game? It looks like it. Can you jump in the lava and die? 8)
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Dafydd
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Post by Dafydd »

Man, I'm so jealous of you guys. I still don't even know how to display text, unless I edit someone else's code that already does it...
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never-obsolete
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Post by never-obsolete »

i've been playing with the idea of a game that is similar to lemmings. instead of little walking men with distinct abilities, you have a set number of different logic gates to place on the current IC and have to produce the desired output to advance to the next one.

not sure how many people would want to play a game like this though.
. That's just like, your opinion, man .
tepples
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Post by tepples »

never-obsolete wrote:i've been playing with the idea of a game that is similar to lemmings. instead of little walking men with distinct abilities, you have a set number of different logic gates to place on the current IC and have to produce the desired output to advance to the next one.
I seem to remember playing that on the Apple II, where it was called Rocky's Boots.
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never-obsolete
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Post by never-obsolete »

I seem to remember playing that on the Apple II, where it was called Rocky's Boots.
thats pretty cool. guess it's back to the drawing board for me.
. That's just like, your opinion, man .
doynax
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Post by doynax »

never-obsolete wrote:
I seem to remember playing that on the Apple II, where it was called Rocky's Boots.
thats pretty cool. guess it's back to the drawing board for me.
Why? Nothing wrong with writing a NES port.
I can just imagine being given half a dozen NAND gates and 5 minutes, then being asked to construct a full-adder. Sounds like an excellent logic puzzle to me :)
The real question is how to design a decent user interface for such a beast..
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Bregalad
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Post by Bregalad »

It would be weird to be playing with something other people are paid for doing the exact same thing.
However you just have to build a karnaugh table and everything clears up in 2 minutes, unless you have more than 4 inputs.
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