Dimension Shift

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SerafukuSoftware
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Re: Dimension Shift

Post by SerafukuSoftware » Thu Jul 11, 2019 11:33 am

Here I go fanboying again, but damn Mugi, Those screens are gorgeous. I just love how technical everything looks. Like I imagine those special screens would genuinely look good on a CRT.
(A little late but congrats on getting a spot in the Byte-Off Competition for graphics too)
Weeb artist, NESdev and hardware guy.
Dev unit: Nintendo Famicom HVC-001 with AV-Mod.
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Mugi
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Re: Dimension Shift

Post by Mugi » Thu Jul 11, 2019 11:52 am

thanks.
I'll display how the menuing works more once we get it coded up. We're gonna work on that during the weekend now.
sans that, I finished redoing the temple stage last night and I've been doing a whole load of code cleaning on the engine. at the moment we're sitting at 1KB or so free on bank 1F, a bit over 2KB free on bank 14 and I cleaned up almost 2 entire banks,
so while the new menuing system takes an entire bank (18), we still have 3 empty banks and another that has only like 100 bytes used so we should be fine as far as things go.
Some of th eempty banks will be used for cutscenes etc, and if it comes to that, we have enough space to assign another dynamic code bank to go along with bank14 (although it'd be a massive waste of space to dublicate most of the bank for basic functionality.)
"what are you up to?" "Oh, not much... just... Parallaxing"
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SerafukuSoftware
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Re: Dimension Shift

Post by SerafukuSoftware » Thu Jul 11, 2019 12:45 pm

Did you redo the temple stage in terms of like a complete layout overhaul, or minor changes to fit in with your restructured/efficient code? Either way it sounds like you and your team are making great progress with what extra space you've freed up. You've caught my attention with cutscenes, now those I'm excitied to see in future updates. Keep it up man!
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Mugi
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Re: Dimension Shift

Post by Mugi » Thu Jul 11, 2019 12:50 pm

it's a complete redesign of the stage.
The temple that was in the byte off demo rom was made for the demo, and it was also designed with a 2 directional scroll in mind.
the new temple is more than twice the size, and takes more liberal use of vertical movement like the cavern stage does.
"what are you up to?" "Oh, not much... just... Parallaxing"
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Mugi
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Re: Dimension Shift

Post by Mugi » Thu Jul 18, 2019 1:59 pm

not quite ready yet but it's getting there :P

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dale_coop
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Re: Dimension Shift

Post by dale_coop » Thu Jul 18, 2019 2:19 pm

This menu looks awesome. Great work, Mugi!
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My games: PRESS START GAME / UNDERGROUND ADVENTURE / UNDERGROUND ADVENTURE (Arcade version - Byte-Off-2019)
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Mugi
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Re: Dimension Shift

Post by Mugi » Thu Jul 18, 2019 2:24 pm

it's quite a mess of a code but it's coming along.
still have to get the soundtest finished with the new look and then deal with the whole "intro cutscene looping" and a possible dev logo once we manage to figure out what we're calling ourselves xD
for now it's just "FIX94/Mugi"

but yeah, this sure beats the static "press start" screen :P

ps: the SFX enable disable actually works too. We added an extra check into the sound engine to completely disable sound effects if the user so desires. (no idea why someone would want to, but oh well xD)


edit: this is also extremely wip and subject to 100% change over time, but here's the very first look ever to something of how the general idea of stage 3 (laboratory) might look like :P
This is the transition screen between stage 2 and stage 3 (first draft)

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Mugi
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Re: Dimension Shift

Post by Mugi » Fri Jul 19, 2019 11:34 am

one tiny bug left in soundtest that causes 2 tiles to color orange but aside that, new menu system is fully implemented and working.



:)
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dale_coop
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Re: Dimension Shift

Post by dale_coop » Fri Jul 19, 2019 11:48 am

So cool! Congrats, great work.
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Sorry about my poor english
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rimoJO
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Re: Dimension Shift

Post by rimoJO » Sat Jul 20, 2019 12:48 pm

Wow! This looks very, very good, and I can't wait to try it someday!
...because the link in the first post is broken.
But the game is amazing!
Also, NESM has a dark mode?
Mystery Game status: Currently at least one in development. Stay tuned!
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