Thanks!chronicleroflegends wrote: ↑Thu Mar 07, 2019 2:56 amWhoa Mugi.
I just finished your demo. Let me just say that that boss was an absolute beast. It killed me at least 10 times lol.
That was really incredible. The scrolling is super smooth, the graphics were so good I had to remind myself this was NES not SNES, and I am so jealous of those fading transitions.
The game looks beautiful! And even just looking at this first stage, its super fun!
Yeah, im aware that the boss is quite brutal. I have issues defeating it myself too
Wouldn't say the Graphics are quite up there at SNES, but I'll take this compliment any day xD
Thanks!SerafukuSoftware wrote: ↑Thu Mar 07, 2019 7:20 amWords cannot describe how Impressed I am with this how far Dimension Drive/Shift has come so far, well other than "No F@#$%&g Way! This is sick as".
I've genuinely enjoyed playing this and I'm just amazed by all the graphical effects (including the candle illuminating the cave walls) and gameplay mechanics you've added since the first W.I.P I tried out.
You've put a hell of a lot of effort and TLC into this, and I hope it gets you somewhere.
I'm defs looking forward to seeing how you go in the competition pretty soon, in which I wish you all the best of luck! Thanks again for being an Artistic Inspiration for me with my game xD
It's interesting that you mention the candles illuminating the wall as that's one of those details i literally spent hours doing, going through all the screens in the stage and poking the wall colors.
I was pretty sure people dont pay attention to little things like that xD
Bucket Mouse wrote: ↑Thu Mar 07, 2019 8:01 amAnd the award for "selling themselves short" goes to....Mugi. He's been complaining all week that his demo isn't very good. It's probably going to win by a landslide.
I can beat the first blob, but not four of them. Does beating the boss give you the sound test screen?
I'm not really trying to sell myself short with the game, but the fact is still, that this is first and foremost a mechanics / engine demo,
and the gameplay aspect of it for now was quite rushed and is, in my own opinion slightly lacking.
there's no real monster variety yet, and even the boss is just a blob too.
That said, i am actually surprised how good of a boss it made. When i first brough up the idea that the boss is a blob, and keeps changing to another blob,
it sounded like a REALLY boring punching bag boss to me, and to everyone i mentioned
it to, but it turned out to provide some decent challenge afterall.
I can barely even beat it myself,
and the development rom actually has a debug health cheat that gives your HP back by pressing select so that i was even able to test this lol.
(cheat not present on the compo entry !)
Beating the boss takes you to credits.
The soundTest is a hidden screen that just has to be found
I understand. It's ok... it's very good. (...I hope Joe could inspire himself from your code and fix the NESMaker engine )
I know it would be beneficial for people and it would be beneficial for myself too to turn this into an empty module, but so much has been done to the game now that practically half of the data
in this game is completely ignored or not recognized by nesmaker anymmore, turning this into a core would require ALOT of work, both on my end and then adding some things into Nesmaker itself.
Im not really a C# programmer so i couldn't be able to make necessary plugins for nesmaker to handle the extra data of this engine even if i wanted to.
that said, if there's something in my engine that Joe wants to add to nesmaker, all he has to do is ask.
The game's scroll and the palette stuff are actually the same functions that do exist in 4.1.4 scrolling platformer core. they've just been through "some" bug fixing.
Edit: Also, i forgot to mention this, but because of the CHRram Bankswitching,
this rom will no longer function when converted to mapper 2 (the animations will not work) so it is unplayable on a nes/snes mini unless you use retroarch in it.