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Homebrew Twin Dragons NESdev Compo 2016 edition

Dec 22, 2016 at 4:06:04 PM
glutock (0)
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< Little Mac >
Posts: 99 - Joined: 06/02/2015
France
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Hi everyone,

the NESdev Compo deadline is tomorrow and I just sent my entry today.
I attached the final ROM in this post (twin-dragons-20170131-0.074.nes).
I really had a blast coding it and I hope you guys will enjoy this short game.
Please give me your feedback as I'm planning to expand the game with more levels / features and release a cartridge for it later.

Have fun !

Antoine
 
Description: The infamous Cater Killar has kidnapped one of the twin dragons. Pick up your favorite character and go through a journey to help your twin, crushing the various dangers in different worlds.

Controls:    D-pad: Movement Select: Move between options in menus
             Start: Starts the game, pauses while in game.
             B: Shoot
             A: Jump
             UP+B : Shoot using power up (iceball when picking up icecream / mega-fireball when picking up red pepper)
             DOWN+A : Lets you go down from platforms / moving platforms Collect green peppers for extra lives

Credits:   Antoine GOHIN - code (https://twitter.com/pixels_kitche...)
           JSR - famitracker music engine (http://www.famitracker.com...)
           Shiru - SFX engine (shiru.untergrund.net)
           Matt PLB - music and SFX (http://www.please-lose-battle.com...)
           Surt - art (http://opengameart.org/content/tw...)
           MadMarcel - additional art (dragon's jump pose - http://gamejolt.com/@madmarcel...)
           MLB - additional art (flame effect - http://mleborgne8.wixsite.com/por...)
           Aurélien 'Auré' Buisson - tests
           Guillaume 'Boc' Buisson - tests
           Loodish - tests

Other:     The game is fully PAL/NTSC/DENDY compatible.
           If the game is too hard for you, a well known easter egg may help ...
 


Original posts :

Hi,

I wanted to share the game I'm working on for the NESdev compo 2016 : Twin Dragons.

Using some of Surt's graphics and MadMarcel extra graphics, I'm making an horizontal side-scrolling platformer. For now I'm using a test level which is very simple and mainly used to check every feature. By the way I'm looking for some advice or articles on level design, if someone can help me on this it would be greatly appreciated !

What's working for now :
- horizontal scrolling
- actors animations
- basic physics
- one-way platforms
- dragon's fireballs
- simple enemy AI
- background collisions
- actor / item collisions
- items / power-ups
- moving platforms (horizontal and vertical)
- basic sound effects
- 45° slopes
- flying enemies
- first boss
- freezing power-up
- mega-fireball power-up

What's left to do :
- add flying enemies
- add at least a boss
- handle game over
- try again to add slopes (was a failure last time I tried ...)
- adjust physics
- any ideas ?!  

Here are some screenshots, and you'll find a test ROM in attachment.
Feel free to give me some feedback !

               

2016-12-24 update :

Dinky can finally die, it brings you back to the title screen for now.
New ROM version attached.

2016-12-30 update :

- a lot of bugs have been fixed
- 45° slopes are completely implemented
- player can jump down from one-way platforms / moving platforms by pressing down+jump
- background CHR is now full, and contains tiles for 2 worlds

   

2017-01-05 update :

Item collect and enemy death animations, and a lot of bugs fixed !
Next step : flying enemies !



2017-01-07 update :

Transition screens added ! The game flow is now completely working !





2017-01-09 update :

Today I finally started to work on boss battle / entrance. Still a lot of work to do though ...



2017-01-13 update :

And here's the first power-up in action ! You can now freeze enemies by pressing UP+B.



2017-01-14 update :
Finally, the second power-up will help you to kill tougher enemies by pressing UP+B, after picking up a red pepper !



2017-01-15 update :
Hey folks ! Will you be able to defeat Cactus Clay, the first boss of the game ?



Edited: 04/13/2017 at 02:17 AM by glutock

Dec 22, 2016 at 4:11:16 PM
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MrWunderful (260)
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(AKA MrWarmonger ) < Wiz's Mom >
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wow looks amazing Love the colors! The dragon sprites are cute as heck too. Well done!

Dec 22, 2016 at 4:27:10 PM
KHAN Games (88)
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(Kevin Hanley) < Master Higgins >
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The jumping feels better than a ton of commercial games, so nice job. Can't wait to play when it's finished! Really impressive.

Dec 22, 2016 at 4:50:12 PM
Bert (53)
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< Wiz's Mom >
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No time to give the ROM a try right now. But if you're interested in learning about level design here's an article with some advice from Takashi Tezuka, who's worked on Mario games since the first one. It's about Mario Maker but could apply to any platformer really.

http://www.polygon.com/platform/a...

What I took out of it is, introduce a mechanic in a safe environment, reward player for experimenting with it, then gradually add challenges with that mechanic, getting tougher and tougher. Have your levels be focused, too much ideas all together and each level starts feeling the same, because you've used up all your ideas.

There's all kinds of articles and videos about game design out there, it's a very interesting topic

-------------------------

Dec 22, 2016 at 5:39:00 PM
cacciatc (0)
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(Chris ) < Cherub >
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Well done. I think Game Maker's Toolkit has a lot of great design info. Esp: Super Mario 3D World's 4 Step Level Design:




Edited: 12/22/2016 at 05:39 PM by cacciatc

Dec 22, 2016 at 8:40:07 PM
Final Theory (0)

(Final Theory) < Little Mac >
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Looks cool. As far as level design goes, I personally try and create something that when I play it I'm having fun. In other words if you are a good video game player and play your own game and think its fun then it gets the green light for being good.

Dec 22, 2016 at 8:47:00 PM
user (6)

< El Ripper >
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Originally posted by: MrWunderful

Love the colors!

2x. Green Green Purple for shadows is a really well made choice, shadows are never fully black.

@glutock
Those backgrounds are really clean and well shaped. The ones you linked are interesting tile sets to get some inspiration from. I'm not a huge fan of the style adopted for the sprites, but the background tilesets you linked are very nice and clean looking. It makes me wish I had more time to dedicate to pixel art (the task which I prefer in game design) myself!
Form the screen shots, very nice work you are doing on this game. I still have to test the ROM giving it the time it deserves, so I'll give you my feedback on the gameplay next.
Also, when the competition ends? I missed it this time it seems. Unless there is time up to the next summer to submit a project... should I ask about it to Memblers or NEShomebrew or some other NesDev staff member? I'll make a search on NesDev maybe, for competition rules of this year.
Thanks for sharing your project, it is cool to see what others are doing with their NES related projects.
Keep us updated!  

Dec 22, 2016 at 10:59:56 PM
TrekMD (12)
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(Eugenio ) < Eggplant Wizard >
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Cool! Love the dragon design.  

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Going to the final frontier, gaming....




 

Dec 23, 2016 at 6:54:18 PM
Fei (0)
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(Julien ) < Cherub >
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Nice ^^
Will follow this project for sure  

Dec 23, 2016 at 7:19:58 PM
glutock (0)
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< Little Mac >
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Thanks everyone !

Dinky can finally die, it brings you back to the title screen for now.

Latest ROM attached.

@user: The compo ends on 2017/01/31. Details here.


 

Dec 26, 2016 at 4:56:02 PM
El Macbee (0)
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(Marcelo Barbosa) < Crack Trooper >
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Looking very good, congratulations! =)
(And thanks for following me on Twitter)

Dec 27, 2016 at 5:29:32 AM
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Vectrex28 (120)
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(A Metroid) < Bowser >
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Great stuff! I'd have loved to participate in the nesdev compo but I couldn't due to many factors. Hopefully I can do it for the next compo  

Dec 29, 2016 at 7:02:27 PM
glutock (0)
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< Little Mac >
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Quick update :

- a lot of bugs have been fixed
- 45° slopes are completely implemented
- player can jump down from one-way platforms / moving platforms by pressing down+jump
- background CHR is now full, and contains tiles for 2 worlds

   

Jan 01 at 2:06:31 PM
Kitty (0)
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(Christina Burroughs) < Cherub >
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Looks Fantastic, Looking forward to the final release  


Edited: 01/01/2017 at 02:29 PM by Kitty

Jan 01 at 4:04:01 PM
Final Theory (0)

(Final Theory) < Little Mac >
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Really good use of color.

Jan 02 at 2:14:15 AM
WaverBoy (1)

(Jeff Nelson) < Eggplant Wizard >
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This looks like it's gonna be incredible. I'm in for a copy when it's finished!

Jan 05 at 6:54:51 AM
tomkennes123 (0)

(tom kennes) < Eggplant Wizard >
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will there be a physical release?  

Jan 05 at 6:59:41 AM
glutock (0)
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< Little Mac >
Posts: 99 - Joined: 06/02/2015
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If I can finish the game on time, I should be on the NESdev compo cartridge.

I may work more on the game after the deadline to expand it a bit and release a dedicated cartridge.

I'll let you know in any case.

Jan 05 at 8:59:56 AM
tomkennes123 (0)

(tom kennes) < Eggplant Wizard >
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expand the shit out of this game   and give it its own release! I really dig the graphics and we all could use a new platformer on the nes. Will there be boss battles?


Edited: 01/05/2017 at 09:08 AM by tomkennes123

Jan 05 at 5:18:18 PM
glutock (0)
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< Little Mac >
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Item collect and enemy death animations, and a lot of bugs fixed !
Next step : flying enemies !


Jan 06 at 9:56:05 AM
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GradualGames (39)
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(Derek Andrews) < El Ripper >
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This looks amazing, I love the color palette. Very exciting, keep up the good work!

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Creators of: Nomolos: Storming the CATsle, and The Legends of Owlia.

Jan 06 at 10:01:28 AM
arch_8ngel (66)
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(Nathan ?) < Mario >
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Love the style and the color selection!

Looks very exciting!

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Jan 06 at 10:19:43 AM
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arnpoly (92)
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(Aaron ) < Ridley Wrangler >
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This already looks very polished. I really like the collection animation and the bouncing peppers. Those little touches make all the difference! Keep up the good work!

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Jan 07 at 5:23:01 PM
glutock (0)
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< Little Mac >
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Transition screens added ! The game flow is now completely working !


Jan 09 at 2:26:52 PM
glutock (0)
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< Little Mac >
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Today I finally started to work on boss battle / entrance. Still a lot of work to do though ...