OmegaDriver (temporary name)

Ok, just gonna say. This is the best Nintendo art I have ever seen. Official or otherwise.

Even got the wife's attention and made her put her game down for a second to complement it. She loves your idea, like a retro Neptunia platformer.

Also she says that you should totally stick with Famichan for the name!

Will be watching this develop! Hope things go well, and if you ever sell the game I will definitely buy a copy!
 
Hello and thanks everyone for your feedback, development of this will be crawling slow because i can only really work on this on the weekends and every time i try to do anything with the code, i have no idea what any of the letters and long strings of numbers mean lol.

Heres where im at so far, i have fixed all the spots that you can get stuck while jumping (i think?), worked some more on the maps of the first level, fixed up the rock textures to make the tiles blend together better, made use of paths to fill in some of the rooms, made a boss enemy that stands are the very end of the first level, he doesnt do anything yet though. also added the ability to shoot, i figured out how to change the adventure script from action 2 to action 3 which will be my shooting animation, only i couldn't figure out how to go back to whatever other animation was playing before shooting (walking or idle) so now it gets stuck in idle animation if you walk and shoot. Theres nothing to shoot on the first level but you can shoot the patrolling soldiers on the second one.

awks367.png


View attachment OmegaDriver_v1.1.nes.zip
 

dale_coop

Moderator
Staff member
Great project, SuperMar10Brothe
I really LOVE your graphics. It's incredible, I almost see 16bit graphics, ans I don't know how do you do that, you're a very talented graphics artist!
For your Action step 03 (shooting), set up the "End of animation" to "GoToFirst" (as shown in the tutorial), like this, after shoot it will go go back to action step 00 (idle).
 
dale_coop said:
Great project, SuperMar10Brothe
I really LOVE your graphics. It's incredible, I almost see 16bit graphics, ans I don't know how do you do that, you're a very talented graphics artist!
For your Action step 03 (shooting), set up the "End of animation" to "GoToFirst" (as shown in the tutorial), like this, after shoot it will go go back to action step 00 (idle).

Thanks, glad you like it so much, also i did try setting it to GoToFirst, but it gets stuck in idle animation if i shoot while walking until i release the forward button.
 

dale_coop

Moderator
Staff member
Ok, so you would need some custom script in order to put it back to the right state.
We will wait until the 4.1.0 is out... maybe a lot of new functionalities to change the change.
Else if you still need, we could help you to have that custom script for your animations.
 

RandomKidGaming

New member
I love this project. The art, ideas, gameplay, it's all amazing. But I have noticed a little bug.

When I talk to an NPC, sometimes the walls where the text box was will change color.bandicam 2018-09-17 20-19-34-750.png
 

chronosv2

New member
I don't think it should be too hard to fix the animation bug -- set the ChangeToMovingAnimation input to Hold and do a check in the code to make sure we're not already in the moving animation state so we don't reset it every frame. I did that along with setting movement to hold in the Adventure engine to make the player keep running after swinging their weapon, and aside from the "Check if on ground" step already in the platformer script I don't feel like it'd be that different.

As for the game itself, holy smokes that looks absolutely incredible! This is amazing work, and I look forward to seeing more!
 

WhiteHat94

New member
Really solid looking start, but I will bring up a couple of issues I noticed after briefly trying the game.

Similar to a number of other games I have tried, you can mash A and that will allow you to 'float' up until you hit a ceiling. This lets you get stuck in a lot more places than you probably anticipated.

After landing from a jump, there is quite a long period where you cannot jump again, as you sort of hover just above the ground when landing, so it leads to a lot of 'eaten' jumps. I think both of these first 2 things are just common to the base engine at this point.

Playing on console on a CRT, the top third to half of the HUD at the top of the screen is cutoff by the TVs overscan. It looks fine on an emulator, but playing on a CRT the very top of the screen will almost always be cutoff, by varying amounts based on the TV, by the overscan.

You can't shoot while jumping.

If you mash fast enough, you can easily go over the sprite limit and make other sprites disappear.

I attached a few pics showing places I got stuck and the sprite limit. Really looking forward to seeing the progress!
 

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Bucket Mouse

Active member
Regarding the disappearing sprites....there's a way to add flicker to the game, though I haven't tried it out myself yet:

http://www.nesmakers.com/viewtopic.php?f=3&t=654
 

FantasMii

New member
This is visually stunning but the premise turns me off. There's too much unwarranted negativity towards game developers online as it is. Though it may be meant as a lighthearted jab in reality Nintendo is a group of actual human beings who have struggled for decades to bring joy to millions of children. No matter what criticisms can be leveled at their decisions in the end & above all they've always made the most incredible games the world would be at a loss without. Plus, it seems like sort of a waste to go meta with something that looks so solid. Your visual style is really good!
 
the premise has Nothing against game developers, its more about nintendo itself and it's toxicity against those same people that the devs struggle to bring joy to, its not about the devs nintendo contract to make content for their platforms, its about soulless people in suits and ties on top of the nintendo pyramid that do not care about videogames or you.
 
Alright, while not much more work was done by me in the visual side of things since im still waiting for the new NESmaker update and was distracted with other projects, there has been a ton of work done under the hood by MistSonata who is now helping me with the script side of things, she has completely reworked the whole movement, jumping and shooting mechanics and will be working on creating movable blocks and elevator platforms and than we can progress forward with the game. The goal is to create puzzles that the player has to solve by moving blocks to create paths.

Here is the latest build of the game
https://cdn.discordapp.com/attachments/505308813541376000/509066227428098063/OD_progress05a.nes
Apart from a ton of bug fixes, there has been a turret enemy added in the beginning to test the newly added crouching, there is a new death animation and sprinting is now done by double tapping forward.
Also there is one screen that you can get stuck if you wont jump over the gap so be careful.
 

Dirk

Member
Awesome and beautiful as always :)

When a player uses rapid fire on his controller for jumping my game character will fly. How did you fix this problem, because in your game Fami-chan will ignore rapid fire and jump only once?

Of course I wonder how you made dodging a reality too^^
I hope you'll make a tiny tutorial about it, that would be cool.
 
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