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gauauu

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  1. Kickstarter is live! Thanks for all your support all the way, everyone!
  2. gauauu

    Halcyon

    It's happening, but slow going. Frankengraphics is currently working on improving the world map graphics. We're still quite a ways out from being finished, but it's moving.
  3. The core game logic of Anguna was ported from the Atari 2600 assembly, but most of the new stuff on the NES (new menus and splash screens, reworked darkness and how doors work, etc) was in C.
  4. I'm sending Kevin a beta copy of Anguna Zero for the Spectrum Marathon fundraiser, so somebody's going to get to play it early
  5. gauauu

    Halcyon

    The tank animations definitely aren't 100% set yet. That said, there is a bit of an extension of the chassis to make it look like it's jumping. It is a bit on the subtle side though.
  6. Oh man, yes, that makes me so happy to hear. And that's exactly why most of my compo entries have supported 4 players.
  7. All this talk about Battle of Olympus. A fake sequel of it has been on my vague ideas list for years. But I've never figured out how to capture the sense of mystery that that game managed to provide for me.
  8. Piko owns that IP now, he might not look too kindly on people using it....
  9. Heh, the whole reason I'm making Halcyon is because I wanted a good Blaster Master sequel. It was originally going to be an unofficial in-universe prequel, but I got scared off by the new Blaster Master re-releases still using the IP. Yup. Agreed.
  10. Neither has enough detail yet to be a very interesting announcement. Yet. I'm cautiously interested in seeing what the Retro Game Builder does. It could end up being a really well-designed system, it could be janky garbage, or it could just be vaporware.
  11. I'm almost finished with Anguna Zero, a NES port of my Atari port of my Gameboy Advance game Anguna. It's a fairly direct port from the Atari, so it features the world, enemies, and layout of the Atari game, with improved graphics, and music from Thomas Cippolone. The game is mostly finished, and we're doing testing now. Hopefully will be released soon!
  12. Been testing this side project, playing it over and over, hopefully will be ready for release relatively soon....
  13. If it's the place I"m thinking of, I stumbled onto it before I even went into the other cave entrance. But there were plenty of other cave passages that I didn't end up exploring, so I'm not sure if it's the same one you mean.
  14. I made it to just past the boulders, and didn't have a key. That's as far as I got. I think the feedback from nesdev forums (about being able to turn without moving) would really help also. Like someone else said, cutting grass is a PAIN. There was the rub. Apples cost money, money means grinding through grass or battles, but those were difficult enough that I avoided doing so. Keep at it though: with some tweaks, this could end up being really solid.
  15. I played this for awhile on a flight last week. (Hopefully I'm not now infected with COVID-19!). I was pretty excited to try a new zelda-like, and it was clear from the towns/items/dialog/etc that you put a good bit of work into this! Some feedback: - after an hour or so of playing, I still didn't really understand the collision system. Sometimes an enemy would move at the right time and hit me despite me swinging the sword. Sometimes the enemy and I would both move into the same square at the same time, and neither of us took damage. Because of that, the combat all felt a bit frustrating. I never found a reliable way to dodge boulders (I just save state cheated to get past them), and couldn't figure out if there was supposed to be a way to get past the arrow traps in the caves, other than using the collision glitch to walk through them by timing it correctly. - I never did figure out what the cross is supposed to do.
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