Mugi 82 Member · Posted November 14, 2019 Share Posted November 14, 2019 (edited) Hey all. Due to the (un)popular demand, I decided to dedicate a thread for this project too, so here we go. Dimension Shift is a platformer I'm making together with FIX94, an extremely talented Assembly programmer and programmer in general. the game itself is designed and illustrated by myself, along with programming work split between myself and FIX94, who more focuses on engine programming, while I dabble in feature programming (honestly, we both just do whatever, but I suck, and he doesn't so...) all the audio in the game is composed using famitracker by Jeremy Sebastiano (aka. Digit2600) The project started as my personal test to see how hard can it be to make a nes game, so I bought nesmaker and started putting things together. FIX joined me after he saw my first test rom of the game and was "dissappointed that all my efforts go to waste because the game engine is so limited" so he poked at it until we turned nesmaker's engine into a bi-directional scrolling platformer. that rom was submitted to the nesmaker's byte-off competion where it fetched best pixel art award, and gave us the needed motivation to do the move over... fast forward 9 months, the whole game engine has been redone, more graphics designed, the story fleshed out and we are at this day (november 15th 2019 at the the time of writing.) i've learned quite a bit of how to bend the NES to my will. (FIX is just happy he has to rewrite less of the things i wrote to make something that doesnt waste 99999999 cpu cycles lol.) this is a mapper 30 rom, and the engine currently features cool things such as; - 4directional scrolling with automatic scroll correction and dynamic scroll locking per screen (H only, V-only, Free movement) - full chr ram bankswitching - makeshift scanline counter (mapper 30 doesnt have this feature, so DMC IRQ is used for midframe screen splits) - separate "cutscene engine" with full upper and lowercase text printing. Capable of drawing 1024 unique tiles + text font per screen - parallax scrolling and of course the usual things needed for a game, such as funky physics yadda yadda. the project is going forwards somewhat smoothly, we are currently missing an entity handling system and a good pile of stage design. all the basic mechanics of the game are in various states of working order, physics, wall climbing, attacking, hud, money, health etc etc. the latest big addition was the completion of the weapon metasprite system that allowed implementing multiple weapons that all have their disdinct characteristics. different damage, different attack speed, different hitboxes. and so on and so on. the gameplay style is rather faithful to shatterhand where i draw a lot of inspiration from. the game will feature 7 playable stages including the really short intro stage, a stage selection screen, an array of obtainable weapons, ability to revisit stages, fancy boss fights, flashrom save/load feature, and propably a lot more that I just forgot to type here. I really dont want to say anything about when this game will be completed, but it will be eventually done, in one form or another. this my first time doing pixel art and my first time programming a game and my first time programming in 6502 so be gentle. few screenshots below. Edited January 9, 2021 by Mugi 11 1 Link to comment Share on other sites More sharing options...
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!Register a new account
Already have an account? Sign in here.Sign In Now