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About this blog

What I'm working on for the various consoles I can program for.

Entries in this blog

Your adventure awaits!

So yesterday I started on a new adventure: NES programming. It's really hard. But I feel I am learning a lot at a time. So I want to make a version of my Virtual Boy game on NES. Yesterday and today I worked on the title screen. I drew the sprites, I composed the music. So anyway, this is why I want NES music coders who are experts in FamiTracker to help out with this project. Right now, the title screen has the title, along with the hamburger flock leader Zybort, which you can actually con

Gamegearguy

Gamegearguy in Nintendo NES

What color are germs?

I worked some more on the walls and I think I got them good now. I also began work on the final battle between Mr. Germ and Stupidman. In doing so, I had to figure out something. What color are germs? Did you know that germs are bright green? Well, at least according to this game. I also designed the dirt Mr. Germ constantly throws (it's brown, but I may have to recolor it since the floor ended up brown) and the soap bubbles will be white. Here's how the final battle will wo

Gamegearguy

Gamegearguy in Nintendo NES

The return of Stupidman again

Had it been that long? Last time I worked on my NES game was back in January. I figured I should work on it again. I'm trying to ease myself back into NES programming because I had forgotten a lot of what I had done and learned. The first thing I discovered was I had more tiles than I thought. So I used this to my advantage and used some more tiles to create a better title screen. The title is a pun. The "date" it's referring to is actually a raisin. And not just any ordinary raisin, b

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Gamegearguy in Nintendo NES

The final matchup

I had a nice birthday. I had cake and pizza, we played Scattergories, I opened one present (nothing much, just a Carl's Jr. gift card and a $20 bill.) from my sister. If you remember, Mom got me my new office chair for my office room. I also took some time to work on Stupidman. I went to sleep at about 7 p.m., way past my bedtime. And I woke up at 5 a.m. My stomach is acting up. It doesn't hurt, but I've been farting up a storm recently. So I finished the final match between Stupidman and M

Gamegearguy

Gamegearguy in Nintendo NES

Stupidman! (part 2)

I worked some more on this last night and this morning, creating the cutscene before level 1. I made two songs. One is a little deeledeedle-type one for the Crisis Phone. The other one is a more serious sounding problem for when the mayor is describing the problem. Then Stupidman hurries to his Stupidmobile. But since I haven't done that yet, it just loops to the beginning of the level 1 cutscene once Stupidman exits the right side of the screen. I tried to make it go back to the title screen, b

Gamegearguy

Gamegearguy in Nintendo NES

Stupidman!

After making Hamburgers for the NES, while I was asleep last night, I dreamt some ideas for an NES version of a superhero I made up a long time ago. Presenting Stupidman! He is a superhero, but he's also dumber than a pile of bricks. The subtitle is "A Date To Remember." This is because someone stole the world's oldest raisin from the museum. (Yes, I know, it's raisin, but not date. This is intentional.) So a few hours of work later, I have a title screen. I still need to compose music for

Gamegearguy

Gamegearguy in Nintendo NES

Stupidman: better walls.

I worked on Stupidman some more. I made the walls better. Tried to do something about the fact that the horizontal position is sort of off on the wall collision, but I couldn't so it will just have to stay that way. At least it looks better I think. I wasn't awake for half of Halloween. I went to sleep at about noon and woke up at around 2 a.m. on November 1 (today) I also designed four frames of Mr. Germ. He'll start out as 4x4, then he'll shrink down to 4x3 if hit, 4x2 if hit a

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Gamegearguy in Nintendo NES

Stupidman: Act V

I think giant peas attacking the Stupidmobile would be funny, so I put that in the game. I have an idea for the way Mr. Germ slowly dies. He'll start out by being 8 pixels tall. Each time you hit Mr. Germ, he'll shrink by a pixel. So eventually he'd be 1 pixel tall. That'd be really hard to hit though. But first I have to finish Act V, where giant walking peas are attacking the Stupidmobile. They walk towards the Stupidmobile so it would have to dodge hitting the giant peas. Since I re

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Gamegearguy in Nintendo NES

Stupidman font change

I changed the font in Stupidman. It now looks like this: I was never quite that happy with the font I had in there originally, so I changed it. And so all the places where the font was used have now been changed. I don't like the way the letter X turned out in the redesigned font, but if I have to use it, I'll try to redesign it. X, per Bert of "Sesame Street", is "a silly little letter that you hardly ever use." He's right, you know. it's just a cross turned 45 degrees. G, or R, or ev

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Gamegearguy in Nintendo NES

Stupidman (part 8)

I redesigned the road in the game. It now looks like this: Hopefully it better portrays going forward on the street. The yellow lines move down, hopefully creating an illusion of the car moving. I had a heck of a time putting the word PAUSED under the score when the game is paused. So now that I've gone back and done that, the next time I work on this game I can finally see if I can get chickens randomly crossing it. I played an NES game: Xexyz. When it's paused, it doesn't even s

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Gamegearguy in Nintendo NES

Stupidman (part 7)

Began work on Act 3. I have absolutely no idea how much room I have left in the game. I think what I'll do now is instead have Stupidman go to the store to buy some soap to kill Mr. Germ with. But it just so happens he wanted to go to the store in the middle of the great chicken migration. Chickens crossing the road to get to the other side. If Stupidman hits one, he'll lose points. So the point of the whole game is to see how many points you can get when you finish it. And h

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Gamegearguy in Nintendo NES

Stupidman (part 6)

Finished the museum's inside, except for two things: programming the raisin room activity, and composing and putting in museum background music. I'll compose the music tomorrow and work on the raisin room stuff on Friday. I had to move the score's position to the right because it was interfereing with the rooms that went up. After four or so excrutiating hours, Stupidman can walk freely around the museum.

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Gamegearguy in Nintendo NES

Stupidman (part 5)

More work on Act 2. Tidied the museum up a little... And began the insides of the museum: I'm not going to work on this tomorrow because it's my birthday tomorrow so I don't want to get angry on my birthday. I plotted the inside of the museum. I made a map of what I want the inside to look like: The plan is to use six types of room, each with their own collision detection boundaries so Stupidman doesn't go over the walls. So each "T" style room will be the same (the

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Gamegearguy in Nintendo NES

Stupidman (part 4)

Put in the act 2 introduction tonight. Stupidman arrives at the museum. Next, I'll put in the museum's inside. Stupidman has to arrive at the room where the raisin is kept. But which room is it? Stupidman doesn't know. Because he's stupid. So next, you'll help him find the raisin room. The museum's inside will look and feel like Adventure for the Atari 2600. Instead of dragons wanting to eat you, it'll be Ming vases floating around and if you touch one, you'll lose a lot of points. But

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Gamegearguy in Nintendo NES

Stupidman (part 3)

Began work on act 1. (I'm calling them "acts" instead of "levels" because it seems more like an interactive play than a video game.) The score starts out at 999,999 and ticks down each second you are playing it. In the end, I may have to make it 9,999 instead of 999,999, but for now I'll leave it as is. Here is Stupidman's Stupidmobile cruising down Main Street of Faketown. To simulate scrolling, the tree moves from right to left. It's funny how only one small tree doing that makes it

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Gamegearguy in Nintendo NES

Sky blue

My sky was dark blue once. I changed it to a more appropriate shade of blue. I also had a white fry. So I changed it to a yellow, shorter fry. I began work on level 1 of the burger game I started yesterday. This is all I have so far. That's because when I reset the game using the emulator, the clouds showed up on the title screen. Hours were spent trying to fix it, until at one point I got something correct: If I tell the clouds to disappear when the game starts, before all the stuff s

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Gamegearguy in Nintendo NES

More burger fun.

Today's task was discovered after I tested my latest 40k version of Hamburgers En Route To Switzerland on my NES Everdrive and discovered it didn't work. I was trying to make it more than 24k. So a few hours later, after changing stuff I don't know how many times, it finally got working. I also made the milkshake look more like a strawberry milkshake. Looks much better, don't you think? I was also working on trying to add some sort of randomness to the milkshake's y position getting ro

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Gamegearguy in Nintendo NES

Lots of changes.

I have been working on this a lot. I've made a website where you can get the latest version. So I will keep working on it until I get my NES Everdrive, which should happen on Monday, but the USPS already lost one of my packages recently. Among the changes: pressing start pauses game added score and lives to the game added a couple of sound effects milkshake now moves Pressing B makes the burger shoot the French fry out. I finally figured out how to make multi

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Gamegearguy in Nintendo NES

Lots more changes.

It took a couple of hours, but I finally made the milkshakes shoot onion rings. Just like in the Game Gear versions, the vanilla ones always shoot, the chocolate ones shoot sometimes and the strawberry ones never shoot. I also added a bunch of new sound effects and other minor changes as well, like adding more clouds. It's amazing though that I can fit all this into just 24KB. What if I need to make it bigger? Will it just automatically grow bigger or do I have to do something? I'm using C and c

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Gamegearguy in Nintendo NES

Little things

I decided to make some small changes to the Stupidman game, which actually IMHO helped the game out somewhat.  Stupidman's feet now face left when he walks left. I think that was a big part of what the game needed. I also made a couple other small changes to the sprites making up Stupidman. Stupidman now looks a lot better than what he did, even though they were small changes. Another thing I noticed were the grocery store aisles being really crappily drawn. So I fixed that: Still cra

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Gamegearguy in Nintendo NES

level 4 - the mountain

So I made a mountain. And I thought to myself "What is the point of all these level changes?" So I thought some more and I thought perhaps different enemies could be introduced the further the game goes along. But what enemies? I thought and got "taco". I tried to draw a taco. While failing to draw a taco, I thought "perhaps a pizza." So I drew a slice of pizza. The pizza shoots nachos downwards. It will be introduced in level 5. The taco will be introduced in level 8. It won't shoot a

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Gamegearguy in Nintendo NES

Level 3 - the cave

Yesterday and today I was having so much trouble with the game and bugs kept popping up everywhere that I had it. I deleted all the in-game code and started over again. This time I tried to keep things very simple. And you know what? I think it worked. I haven't had any problems (well, except for the triangle noise being too loud, but I don't know how to fix that. And why call it a triangle noise? A triangle goes "ting!" when you strike it, but the triangle sounds like when you pause in Super Ma

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Gamegearguy in Nintendo NES

Level 2 - under the sea

So I added the milkshakes going different directions. And I worked on level 2. It took a few days but I finally got the seaweed green and the score color white. I had to learn how to use multiple palettes in order to do this though. And earlier I made a new song for the second level. So now I need to link level 1 to level 2, so when level 1 ends it goes to level 2. It starts on the level I have been working on. I also got a chance to play Doodle World for the NES. It has a little

Gamegearguy

Gamegearguy in Nintendo NES

I suck at drawing.

I tried to draw a circular planet for level 6. I analyzed a circle in Photoshop. I really tried hard. And yet this is the best thing I can do: It looks more like a diamond than a circle. I'm giving up the space level and on to a different place.

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Gamegearguy in Nintendo NES

I suck at drawing (part 2)

So what I was trying to do was make a circle using the least possible amount of tiles. I thought a simple circle would take, oh, about 16 or so. Not so. So I drew a picture of the planet in M$Paint, then entered it into NESst (a NES drawing program). Apparently it took 36 to draw a small Saturn and its rings. This is how the level looks after I cleaned things up: I also composed some music for the level. Next to do is design level 7. I figure a desert level would be really hard and mak

Gamegearguy

Gamegearguy in Nintendo NES

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