Video demos of my game
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I remember the SMB3 hack demo by DahrkDaiz that was distributed as a stripped rom. After doing some random jumping around, you could get the game stuck in an unexpected state which the rom stripper never encountered, and end up unable to play the game further without resetting.
Here come the fortune cookies! Here come the fortune cookies! They're wearing paper hats!
I must say I find Sivaks anti-piracy standpoint laughable. Virtually every dedicated NES enthusiast has at least a gigabyte or so of pirated ROMs on his drive. Anyone who claims otherwise is either a blatant liar or just too much a saint for his/her own good.
And no, the these-games-aren't-sold-anymore-but-new-games-should-be-supported argument doesn't hold up. (maybe it would if you're holy enough to either buy or delete every game available on Wii virtual console or the like)
I have no objections to people trying to make money from a game they've spent late nights coding on, and I can't claim that I myself would be first in line to dump and distribute a NES game if I had made it. But whining about people pirating your precious game only makes you look silly.
And no, the these-games-aren't-sold-anymore-but-new-games-should-be-supported argument doesn't hold up. (maybe it would if you're holy enough to either buy or delete every game available on Wii virtual console or the like)
I have no objections to people trying to make money from a game they've spent late nights coding on, and I can't claim that I myself would be first in line to dump and distribute a NES game if I had made it. But whining about people pirating your precious game only makes you look silly.
Last edited by Bananmos on Sat Jan 17, 2009 12:43 pm, edited 1 time in total.
- marvelus10
- Posts: 243
- Joined: Fri Feb 09, 2007 5:01 pm
- Location: Nanaimo, BC Canada
Well, regarding the engine, I still need to get some water mechanics and it's POSSIBLE I might have weapon changes. Maybe have you shoot a big fireball.Celius wrote:Nice! This is looking like a lot of fun. I can't wait to play it when it comes out.
So what's your estimated percentage on the completion of this project? It looks like you've pretty much completed the engine, now it's just data creation?
Right now, the main focus is enemy creation and level design. I've got a guy who does some good graphic work and he's made up some nice designs for some future areas.
I recently implemented some RLE and LZ compression for the room tile data, which will be handy. I just need to apply it to all the uncompressed rooms eventually... I wish a C++ program to do it for me would be simple to write...
I guess if we needed a percent... I'd say 12-15%
- MetalSlime
- Posts: 186
- Joined: Tue Aug 19, 2008 11:01 pm
- Location: Japan
Looking really good now! Nice to see a full level with boss and everything.
But the one thing I'm missing in it is scrolling. A nice trait of the NES is how all games had nice n' smooth scrolling for free, while on many other platforms it was a luxury that cost lots of software cycles. I really think you should consider it, at least horizontally.
But the one thing I'm missing in it is scrolling. A nice trait of the NES is how all games had nice n' smooth scrolling for free, while on many other platforms it was a luxury that cost lots of software cycles. I really think you should consider it, at least horizontally.
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UncleSporky
- Posts: 388
- Joined: Sat Nov 17, 2007 8:44 pm
I haven't played I Want to be the Guy but I could understand if that's how it does scrolling and he wants it to be the same. The demo I'm working on now is meant to be similar to Knytt Stories and it works the same way.Bananmos wrote:Looking really good now! Nice to see a full level with boss and everything.
But the one thing I'm missing in it is scrolling. A nice trait of the NES is how all games had nice n' smooth scrolling for free, while on many other platforms it was a luxury that cost lots of software cycles. I really think you should consider it, at least horizontally.
Additionally I have been playing a lot of NES games lately and the little things really get to me. A lot of games have annoying little forced slowdowns here and there, and his game is going to be faster and smoother overall without something like Megaman/Zelda edge scrolling.
Anyway that looks really great, I especially like the way the bricks look at the end. I haven't seen a lot of homebrew sidescrolling engines.
Regarding scrolling: I considered it, but by this phase I don't think it'll happen. It's another layer of complexity that seems beyond the scope of this project by this point.Bananmos wrote:Looking really good now! Nice to see a full level with boss and everything.
But the one thing I'm missing in it is scrolling. A nice trait of the NES is how all games had nice n' smooth scrolling for free, while on many other platforms it was a luxury that cost lots of software cycles. I really think you should consider it, at least horizontally.
If it's any consolation, the credits screen will scroll upwards.
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Celius
- Posts: 2159
- Joined: Sun Jun 05, 2005 2:04 pm
- Location: Minneapolis, Minnesota, United States
- Contact:
I think the non-scrolling aspect kind of adds appeal to it. And besides, I believe he said the screens are individually RLE or LZ compressed, and that would be a nightmare to decode in real time (though I've decoded RLE in real time for an RPG map scroller). But trying to decode between multiple compressed screens when scrolling would be a painful task. Especially considering the presence of a status bar
.
And the scrolling isn't quite like Zelda's, though it's similar. Well, this one doesn't have scrolling, I guess. In Zelda, the screen scrolls really quickly to the next one. This one just goes screen to screen with no scrolling.
I actually have a scrolling engine which scrolls all directions (diagonally too). Since I'm using vertical mirroring and no special tricks, I had to make a small status bar out of sprites. A BG status bar I don't think would work without doing really tedious garbage. In Sivak's case, I imagine this would equally suck.
And the scrolling isn't quite like Zelda's, though it's similar. Well, this one doesn't have scrolling, I guess. In Zelda, the screen scrolls really quickly to the next one. This one just goes screen to screen with no scrolling.
I actually have a scrolling engine which scrolls all directions (diagonally too). Since I'm using vertical mirroring and no special tricks, I had to make a small status bar out of sprites. A BG status bar I don't think would work without doing really tedious garbage. In Sivak's case, I imagine this would equally suck.
That or it'll invite comparison to A Boy and His Blob.Celius wrote:I think the non-scrolling aspect kind of adds appeal to it.
At one point, I was planning to make a platformer that decodes a screen at a time based on some RLE+Markov scheme, yet still scrolls smoothly. I rejected it in favor of a column at a time when I realized I might not be able to fit the decoding, physics, and NPC/monster logic into a single frame.Celius wrote: I believe he said the screens are individually RLE or LZ compressed, and that would be a nightmare to decode in real time (though I've decoded RLE in real time for an RPG map scroller).