the NESdev Compo deadline is tomorrow and I just sent my entry today.
I attached the final ROM in this post (twin-dragons-20170131-0.073.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 !
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.
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 :
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 ?