jorotroid
Member
What a month! It was intense to the last second. Even had an error zipping up the project at the last minute, but it still gave me a zip. I only took the time to check to see if the .nes file was there before emailing it (wow that took like a whole another year to upload). I was actually shaking a bit after and maybe before clicking send. I went straight to bed afterwards—I probably got more sleep during my last quarter of college than I did this past week. Now that its morning, I'v taken a closer look at the zip and fortunately it was only the screenshots folder that didn't make it along for the ride.
As some of you know, I spent perhaps too much time during competition trying to create a dedicated scrolling core built off of the basic core in 4.1. It lured me with its siren's song, always assuring me that it was almost finished. I "finished" it about a week before the deadline then scrambled to re-implement Witch City into 4.1. To be honest, I'm not exactly proud of what I managed to get done. It's mostly the same as where the demo I made back in November was except now it has scrolling and a ton more bugs. I'm just now noticing that there as some areas that I didn't set the tile collisions properly so it possible to get to some areas of the game and then have no way back (unless your really determined). If you are using Mesen to play these games, I highly recommend setting up a rewind hotkey in case you find yourself in a jam. I also wasn't able to reimplement the text boxes that come up to say what item you just got was, so like in the old days, please refer to the manual. You should also check out the manual because I had a friend of my organize it all together and write up story and other information based on my madman ramblings about what this game is going to be about. I may be disappointing with the quality of the demo, but I stand by that manual and the direction it is going in. The manual is probably the real submission here.
Ok, that's probably enough of throwing my own submission under the bus. Now to talk about the some good things. I added a new tileset that. It still needing some refinements, but I'm happy with the way it's going. Also added a new song. It's intended for a different area, but I put it with the new tiles for now so it would be in the game. I made some changes to how the back-forward dash works. Instead of being activated by holding B and pressing to the side, now Hold Up and Press A to Backflip, and Hold Down and Press A to forward flip (Note: if you spam this, you will probably break the scrolling). The scrolling works mostly pretty good now, though there are still some things I need to figure out about how to handle monsters that go off screen. I also have a lot of other stuff started that didn't quite make it into the Byte-Off demo, but I am really excited to fully implement them as I continue the development of Witch City. These things include an intro cutscene and a additional ability that I think will be a lot of fun. I hope to update you soon on these things in my main thread.
Lastly here is the link to the zip. I may not be happy with the demo, but this is my submission. After you've made your audience choice, if you haven't played the previous demo and what you play here intrigues you, please check out my WIP thread (page 5) in the WIP section. The content is nearly the same, but I feel it offers a more "complete" experience.
Again, don't forget to read the manual: the actual Witch City Byte-Off submission.
https://drive.google.com/open?id=1CrioseIdQSo74MoF1zD6tyWqA0BNunlW
Thanks everyone for your continued support. I look forward to playing everyone's games!
Here is a link to the main Witch City thread and previous demo:
http://www.nesmakers.com/viewtopic.php?f=51&t=621&start=40#p8088
Sorry for the long post. I guess I needed to debrief a little.