Gluppy Rangers

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NeoBenj
Posts: 41
Joined: Wed Apr 24, 2019 4:48 pm

Gluppy Rangers

Post by NeoBenj » Thu Feb 06, 2020 9:22 pm

Hello guys,

It's always a big step forward, when someone have to reveal their project.
As many of you, making game with Nesmaker is a labor. A labor of love. :)

I started using Nesmaker last February.
Understanding the engine, Nes graphical limitations, following tutorials, learning 6502asm (I am still learning),
rewriting thousand of line of codes from modules to fit my design ideas. (and size limitation)

So, after months of coding, here is a first overview of my first Nesmaker game.
Started the 5th of july 2019. :) Entirely graphically rebooted at Christmas.


Name:
Gluppy Rangers and The Lost Seasons (tentative)

Genre:
Top-view puzzle action (no scrolling screen)

Players:
1 or 2 simultaneous (cooperative game play)

Synopsis:
An evil spirit cursed the four seasons, resulting to an imminent climate change crisis.
Lennon and Ashley, 2 agents from the Gluppy Rangers Agency are send for investigation.
Base.jpg
Base.jpg (59.3 KiB) Viewed 4049 times

WORLD:
World: 6+ Areas (20+ screens each) with multipassing.
Enemies: 5+ per area.
Boss: 1+ per area.


CHARACTERS:
2 characters with their own collision and inventory system. (the biggest burden of this project)

Lennon
-Slow but Higher HP
-Unique Visual
-Unique Base Color

Ashley
-Fast but Lower HP
-Unique Visual
-Unique Base Color

Both Characters can:
*Navigate in 8 directions

*Shoot different type of projectiles:
-Some are free and infinite (low range&damage)
-Some requires to eat fruit first
-Some are unlocked by defeating a boss (but consume 'mana')

*Change their own color to use a special ability, once unlocked (Megaman Style)
-Offensive (Shooting Through walls, Boomerang, Timed-Bomb, etc.)
-Defensive/Navigation (Immune to special status effects, passing through same color ingredients etc.)
-Each power have its own damage matrix, to respond to strength and weaknesses of enemies (Megaman Style)
-Players cannot chose the same power at the same time (incentive to cooperative gameplay)
-Player DOES share the same "ManaBar" (Coop Economy)

Tornado.jpg
Tornado.jpg (75.27 KiB) Viewed 4050 times
Gameplay Inspirations goes to:

*70% - Pocky and Rocky (Action Shooting) https://youtu.be/U-WMk7KBnHk?t=27
*30% - Gooftroop (Puzzles)https://youtu.be/1do-dEsM644?t=230

Systems Inspiration goes to:
*Megaman series (Damage System, Power Unlocks, Color Swapping) https://youtu.be/xEK_ZfhEfG4?t=5
*Megaman 4 (Level branching)
*Zelda 4 Sword (Cooperative gameplay)
Pow.jpg
Pow.jpg (67.79 KiB) Viewed 4050 times
User avatar
NeoBenj
Posts: 41
Joined: Wed Apr 24, 2019 4:48 pm

Re: Gluppy Rangers

Post by NeoBenj » Thu Feb 06, 2020 10:18 pm

Where I'm at:

Here is a post I will update as the game dev goes. :roll:

You will notice that the code part is almost done for the whole game .
I think I already reached the code size limit 10 times during the past 3 months. :D

Rewriting code to simplify it and dividing the code size was the real struggle of the past weeks.
Specifically supporting 2-players inventory/power/priority was a real pain.
Also, 6 months old code usually look like shit, as I learned many new ways to create features in asm.


SYSTEMS FEATURE:
Title Screen
Code (100%)
Graphics (60%)

Character Selection Screen
Code (90%)
Graphics (60%)

Intermission Screen
Code (90%)
Graphics (20%)

Character Inventory System
Code (100%)
Visual - Icons (80%)

Powers System
Code - Character Color Swap (100%)
Code - Damage Matrix system (80%)
Code - Mana deplation (50%)


Status effect tiles:
Code - "Confusion" tile (100%)
Code - "Poisonned" tile (100%)
Code - "4-ways Conveyer" (100%)
Code - "Sliding" (100%)
Code - "Slippery" (100%)


ADDITIONAL VISUAL FEATURES:
FX (impact, death, spawn)
Code (80%)
Visual (50%)


Cycling/Animated Tiles
Code (100%)

FadeOut Triggers
Code (100%)


SOUND:
Music (0%) waiting for next NesMaker version with Famistudio support)
SFX (0%) waiting for next NesMaker version with Famistudio support)



WORLD/LEVEL DESIGN
World 1
Level Design (80%)
Enemies (80%)
Boss (80%)

Special Tile Code (100%)

World 2
Level Design (30%)
Enemies (0%)
Boss (0%)

Special Tile Code (100%)

World 3
Level Design (30%)
Enemies (0%)
Boss (0%)

Special Tile Code (100%)

World 4
Level Design (0%)
Enemies (0%)
Boss (0%)

Special Tile Code (100%)

World 5
Level Design (0%)
Enemies (0%)
Boss (0%)

Special Tile Code (100%)

World 6
Level Design (0%)
Enemies (0%)
Boss (0%)

Special Tile Code (100%)
Last edited by NeoBenj on Sun Feb 16, 2020 9:29 pm, edited 2 times in total.
Gluppy Rangers - Official Thread
viewtopic.php?f=51&t=4658
User avatar
red moon
Posts: 421
Joined: Mon Aug 12, 2019 12:19 am

Re: Gluppy Rangers

Post by red moon » Thu Feb 06, 2020 11:59 pm

This looks great so far, I cant wait to play even an early version. Maybe you could put up some GIFS or a short video soon!
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dale_coop
Posts: 5867
Joined: Fri Feb 16, 2018 7:05 am
Location: France

Re: Gluppy Rangers

Post by dale_coop » Fri Feb 07, 2020 7:22 am

Awesome work, NeoBenj. Can't wait to see more... screenshots, gif, video, demo ;)
-----
I know... my english is not perfect
All I need: A Damn Fine Cup of Coffee
My games: PRESS START GAME / UNDERGROUND ADVENTURE (Arcade version - Byte-Off-2019)
My son's game: KUBO 3
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Raftronaut
Posts: 343
Joined: Mon Sep 03, 2018 4:47 pm

Re: Gluppy Rangers

Post by Raftronaut » Fri Feb 07, 2020 9:35 pm

yes, looks like great work. Love the color palette choices
Space Raft demo updates: [url]http://nesmakers.com/viewtopic.php?f=52&t=2867[/url]

Chiptune:[url] https://soundcloud.com/user-634230995-350638590 [/url]
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NeoBenj
Posts: 41
Joined: Wed Apr 24, 2019 4:48 pm

Re: Gluppy Rangers

Post by NeoBenj » Mon Feb 10, 2020 12:09 am

Thank you guys for the comments.
It's always tricky to determine when to show stuffs.
But I kind of feel confident to talk more about it.

This weekend, I mainly worked on specificity of my World 1.

About my tiles. You never have enough tile! :lol:
Currently playing with screentype and screenflag I was able to multiply greatly the number of tiles I can juggle with.
I have currently 33 tiles I can play with. :P

This week, the World 1 Special tile. The ConfusionTile
I had a Confusion tile to make player controls dizzy.
GluppyR_ConfTiles200209.gif
GluppyR_ConfTiles200209.gif (1.52 MiB) Viewed 3906 times
The trigger makes the followings:
-Switching the main background colors (Bushes becomes yellow-ish)
-Added a 2-frames white flash on screen (not very visible on the gif i suppose)
-I rearranged a 2colors and 3colors cycling piece of code to make cycling speed switchable on trigger.
-I created of a "confusion" tiling repeating pattern assign to my 3color cycling palette.
-Accelerated the color cycling on trigger (for a "dramatic effect")
-Disable the whole effect on another trigger.

I think it creates a cool effect (hope the gif is self explantatory).
Of course assets are still WIP. But I like the effect so far. :D

I also re-did my TitleScreen and Character selection. (Fully fonctional but temp visual to foresee space, sprites limitations etc.) ;)
GluppyR_CharacterSelection20200902.jpg
GluppyR_CharacterSelection20200902.jpg (35.67 KiB) Viewed 3952 times
Gluppy Rangers - Official Thread
viewtopic.php?f=51&t=4658
User avatar
NeoBenj
Posts: 41
Joined: Wed Apr 24, 2019 4:48 pm

Re: Gluppy Rangers

Post by NeoBenj » Sun Feb 16, 2020 9:27 pm

This week I focused on:
-The Boss battle of World 1 (Almost complete but need to polish visual)
-Layout of World one (Need to finish an alternate path).
-Added houses in game so you can interact with people.
GluppyR_InsideHouses20201602.jpg
GluppyR_InsideHouses20201602.jpg (52.02 KiB) Viewed 3757 times
I first went for a Zelda2 house approach, but find out the perspective of an earthbound-like was a better fit.

Trying to keep a good pace on production, to offer a demo asap.
Gluppy Rangers - Official Thread
viewtopic.php?f=51&t=4658
User avatar
dale_coop
Posts: 5867
Joined: Fri Feb 16, 2018 7:05 am
Location: France

Re: Gluppy Rangers

Post by dale_coop » Mon Feb 17, 2020 3:14 pm

This is really cool, Neobenj
I love your world!
-----
I know... my english is not perfect
All I need: A Damn Fine Cup of Coffee
My games: PRESS START GAME / UNDERGROUND ADVENTURE (Arcade version - Byte-Off-2019)
My son's game: KUBO 3
User avatar
red moon
Posts: 421
Joined: Mon Aug 12, 2019 12:19 am

Re: Gluppy Rangers

Post by red moon » Mon Feb 17, 2020 9:58 pm

love the interior detail the wallpaper is a really nice touch and your use of color palettes gives your game a very distinct look!
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Dirk
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Joined: Fri Mar 09, 2018 5:30 am

Re: Gluppy Rangers

Post by Dirk » Tue Feb 18, 2020 1:03 am

Really cool! I love the character in the character selection screen. Your game looks really professional.
I wonder how the confusing tile effect would look on a real CRT.
-----
Disclaimer: English is not my first language, so mistakes are bound to happen.
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