The Tower of Turmoil
Re: The Tower of Turmoil
Ah ah, yes I remember Joe show that in the old beta videos. But since NESMaker is officially out, he didn't really show that part. Sad, because specific tiles are very usefull!
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Sorry about my poor english
All I need: A Damn Fine Cup of Coffee
My games: PRESS START GAME / UNDERGROUND ADVENTURE
Sorry about my poor english
All I need: A Damn Fine Cup of Coffee
My games: PRESS START GAME / UNDERGROUND ADVENTURE
Re: The Tower of Turmoil
This is looking fantastic! Great art. Great music. Were you influenced by Batman's title music?
- CutterCross
- Posts: 363
- Joined: Sat Apr 28, 2018 9:42 pm
Re: The Tower of Turmoil
Yeah, Batman was a pretty big influence for the title music. I wanted to have the same sort of dark, atmospheric vibe to it.
Music Man:
The Tower of Turmoil: viewtopic.php?f=12&t=1348
When the Clock Hands Stall: viewtopic.php?f=51&t=2132
The Tower of Turmoil: viewtopic.php?f=12&t=1348
When the Clock Hands Stall: viewtopic.php?f=51&t=2132
Re: The Tower of Turmoil
I approve of any and all Sunsoft inspirations.
- CutterCross
- Posts: 363
- Joined: Sat Apr 28, 2018 9:42 pm
Re: The Tower of Turmoil
Now if only I could use some custom bass samples in my other tracks. Haha
Music Man:
The Tower of Turmoil: viewtopic.php?f=12&t=1348
When the Clock Hands Stall: viewtopic.php?f=51&t=2132
The Tower of Turmoil: viewtopic.php?f=12&t=1348
When the Clock Hands Stall: viewtopic.php?f=51&t=2132
- CutterCross
- Posts: 363
- Joined: Sat Apr 28, 2018 9:42 pm
Re: The Tower of Turmoil
Here's the third iteration of The Tower of Turmoil! I figured I might as well get this out before 4.1.0 releases.
Video: https://www.youtube.com/watch?v=sEHvVr2Df18

I added some more features!
First off, I updated the title screen a little bit.
The Down-Thrust attack ACTUALLY WORKS NOW!
The fireball hazards move a lot slower and shoot in a predictable pattern.
I've added new one-hit-kill spike hazards (like Megaman).
Lastly, I added a new spear-trap which emerges from the wall, requiring careful timing to get past it.
Once again, let me know what you think!
Video: https://www.youtube.com/watch?v=sEHvVr2Df18






I added some more features!
First off, I updated the title screen a little bit.
The Down-Thrust attack ACTUALLY WORKS NOW!
The fireball hazards move a lot slower and shoot in a predictable pattern.
I've added new one-hit-kill spike hazards (like Megaman).
Lastly, I added a new spear-trap which emerges from the wall, requiring careful timing to get past it.
Once again, let me know what you think!
Music Man:
The Tower of Turmoil: viewtopic.php?f=12&t=1348
When the Clock Hands Stall: viewtopic.php?f=51&t=2132
The Tower of Turmoil: viewtopic.php?f=12&t=1348
When the Clock Hands Stall: viewtopic.php?f=51&t=2132
- functionalform
- Posts: 84
- Joined: Tue Mar 06, 2018 10:54 pm
Re: The Tower of Turmoil
fucking phenomenal.
that triple jump stab is just wow.
you gotta explain how you pulled those tricks off.
that triple jump stab is just wow.
you gotta explain how you pulled those tricks off.
Re: The Tower of Turmoil
Very nice! I also really enjoyed the triple bouncy stab. The spear-traps look really cool, too.
- Gazimaluke
- Posts: 113
- Joined: Fri Aug 10, 2018 7:08 am
- Location: Sweden
- Contact:
Re: The Tower of Turmoil
Looking good. I need to get my insta-kill spikes to insta-kill too ^^
- CutterCross
- Posts: 363
- Joined: Sat Apr 28, 2018 9:42 pm
Re: The Tower of Turmoil
functionalform wrote: ↑Sun Oct 07, 2018 5:51 amfucking phenomenal.
that triple jump stab is just wow.
Thanks a lot guys!Gazimaluke wrote: ↑Sun Oct 07, 2018 12:22 pmLooking good. I need to get my insta-kill spikes to insta-kill too ^^
It actually wasn't that hard in the long run! I just edited the HandleObjectCollisions_Platform_Simple.asm script where it checks to see if the "Jump-On Kills" bit is flipped. Instead of looking for a bit flip, it just checks if the player is in his Down-Stab action state.
Starting on line 168:
Code: Select all
;;;;;;;;;;;; IN A PLATFORM GAME, WE MAY WANT TO CHECK TO SEE IF WE STOMPED THE MONSTER.
:;;;;;;;;;;;; THIS IS WHERE WE DO THAT.
;LDX tempx
;LDA Object_vulnerability,x
;AND #%00001000 ;Here we would change if monsters can be stomped on or not
LDX player1_object ;But we're going to do it a bit differently
GetCurrentActionType player1_object
CMP #$06 ;Is the player down-attacking?
BEQ jumpOnMonster ;If so, we're able to jump on monsters to kill them
;LDX player1_object
JMP dontJumpOnMonster
Music Man:
The Tower of Turmoil: viewtopic.php?f=12&t=1348
When the Clock Hands Stall: viewtopic.php?f=51&t=2132
The Tower of Turmoil: viewtopic.php?f=12&t=1348
When the Clock Hands Stall: viewtopic.php?f=51&t=2132