PressStart Game

dale_coop

Moderator
Staff member
Hi guys,

I played again with the beta this weekend, and start a small with minimalist designs...
It doesn't have name yet, so I just call it Press Start game.

Press_Start_Game_Start_Screen.png
Press_Start_Game.png


A small video:
https://youtu.be/vm5NedJaI2g

The rom file is here:
https://drive.google.com/open?id=1VNXbPdlqQxPf0-STbzGAcJFDhUB-otgp
 

Mihoshi20

Member
dale_coop said:
Hi guys,

I played again with the beta this weekend, and start a small with minimalist designs...
It doesn't have name yet, so I just call it Press Start game.


PressStartGame.png

A small video: https://www.youtube.com/watch?v=NaxUCDbh66k
The rom file is here : https://drive.google.com/open?id=1VNXbPdlqQxPf0-STbzGAcJFDhUB-otgp

I love those tiles. Reminds me so much of my old Windows 3.11 desktop wallpaper. Once we have direct access to toggling variables I plan to make an Atari 2600 throwback game similar to Swordquest/Adventure which this also reminds me of.
 

dale_coop

Moderator
Staff member
Thanks :)
I love Atari 2600 games, I grew up with those games (and NES games).
I am not good at drawing, so I thought maybe I don’t need to draw, just use geometric forms as it used to be in the old times ! And focus on gameplay and test some functionalities and scripts NesMaker (a playground, to test the beta without lassoing too much time drawing the assets)
:p
 

Mihoshi20

Member
dale_coop said:
Thanks :)
I love Atari 2600 games, I grew up with those games (and NES games).
I am not good at drawing, so I thought maybe I don’t need to draw, just use geometric forms as it used to be in the old times ! And focus on gameplay and test some functionalities and scripts NesMaker (a playground, to test the beta without lassoing too much time drawing the assets)
:p

Makes sense to me and don't see why not. Like the really early NES games that looked really simple but were still really fun to play.
 

Kasumi

New member
Cool little game. I enjoy these abstract, minimalistic adventure type things. Also palette animation on the title screen!

A tiny bug that may be a NES Maker bug:
oau11tO.gif

Certain positions allow the projectile to wrap, seemingly only when fired left.
 

dale_coop

Moderator
Staff member
Thank you Kasumi.
Yeah, that small bug is quite funky :p
Reminds me completly the good old Atari games
 

dale_coop

Moderator
Staff member
I updated the game tonight, I added a laser obstacle (a non moving monster object, with a non moving monster weapon projectile object. I modified the collision script to not be able to kill the laser monster weapon) :)
And a animation for player's death.

A small video in action https://youtu.be/-UxmfTtuys4
 

RadJunk

Administrator
Staff member
Hey there - the bug may be due to projectile speed. I have changed the handling of this in the new beta. However, super high speeds may still cause wrap around issue right now (haven't tested). Other issues may include not setting bounding box, or I know at one point before patches, objects with weird bounding boxes had issues (but that has since been fixed, depending on which version you have).

So cool to see all this stuff :)
 

dale_coop

Moderator
Staff member
Ok, a small update recently. Working with the Pi empty version, I love the new functionality of the Pi version like the "checkpoint". Modified some of the code to collectable / pickup objects without triggering the screen. Spent some hours to fix all my problems.
I have now a "charge the player's weapon" pickup object, displayed on the HUD.
I finished designing the first level (area)...

A small video: https://youtu.be/UOzfLf6guuU


WeaponCharged.png
 

dale_coop

Moderator
Staff member
Yeah, so do I.
Just doing all I can, with current functionalities. How to use them differently, make small modifications (tweak) if needed, to do something fun.
 

darkhog

New member
@Bucket Mouse. I hope we'll have a nice hook into the NMI (NES's VBlank interrupt) so we can do custom stuff on each frame. Things like putting data into the nametable (which would allow for easy text output given the place where HUD graphics are stored is constant) so it would be displayed on screen or doing other stuff. Think of update() function from engines like Unity.

I mean, I could do such hook myself and if I really need it I would, but I'd prefer if it would come built-in since if empty (which would be default) it'd only take two instructions: jsr/rts which which aren't too big and on their own would only take 12 cycles (jsr and rts each take 6 cycles to complete on an 6502).
 

Mihoshi20

Member
dale_coop said:
I watched "2001: A Space Odyssey" last night at theater, with my wife. It was the first time for us on a big screen (a long time ago watched on VHS then DVD). It was a very unique experience (so much better than my dvd viewing).
So today (during my lunch time), I was inspired and made a start screen for the game :


StartScreen.png


The updated rom file is here : https://drive.google.com/open?id=1VNXbPdlqQxPf0-STbzGAcJFDhUB-otgp

I like it, it also reminds me a lot of the probe from star trek IV the voyage home.
 
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