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Mugi

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Everything posted by Mugi

  1. Mugi

    Dimension Shift

    Hey all, time for some good old thread necromancy. I had a discussion about DS with the other programmer, FIX94 and we essentially agreed that the likelihood of us ever returning to continue developing the game is non-existant, so I figured I might aswell drop the rom here so people can try it out if there's any interest for such a thing. be warned though, being essentially an engine prototype, it is quite broken from here and there, namely; - stage end platforms dont work (skull platforms) they crash the rom. - shop platforms are just null tiles, they do nothing - don't die on the ice level (mountain) it will wrongwarp you and essentially softlock, warp code is not connected to the stage - pistol weapon is not implemented and not selectable. - whip is not detecting nametables properly, so hitting a box in a nametable other than where player is, is not possible. - graphics and music are wip and partially placeholders/old revisions of things. its essentially just a glorified walking simulator. But people keep telling me its very pretty so there's that i guess. lol there's some odd collsision bugs and all the usual yadda yadda everywhere. you know the drill download from my dropbox: https://dl.dropbox.com/s/pj8pgnu4b8rffpj/DimensionShift_05052021.nes
  2. you woud have to ask @Raftronautor dispensary33 directly regarding whether or not the cartridges will be available for public. what you're seeing is one of the (to my knowledge) 5 existings copies that were sent to the parties related to making the game.
  3. Mugi

    Dimension Shift

    Hey all. After a while of struggling to work with the game and personal issues along with some other things Im not going to get into in detail, I've decided to officially ice this project. It wasn't too shabby for a first attempt at a game entirely made by 2 people with no prior knowledge of game design I guess, but it is what it is. As for now I'm not going to further pursue NES development either, so administration can either close or just delete this thread at their disrection. I'll be lurking around for other people's projects though. Huge thanks to everyone for the kind words and support towards the game, it meant a lot for us. It was a fun ride while it lasted. Sorry we couldn't deliver.
  4. i guess they had to commission their own nes game after they couldn't get battletoads
  5. You simply must realize the truth that there is no cube. The cube does not rotate, you do.
  6. Mugi

    Dimension Shift

    another day, another WIP tileset done .... I guess. the snowy mountains got a bit of a makeover and the second part of the stage is starting to take shape in the form of a tileset test screen. (I did say it's a 2-part stage, did I ? ) and the lower part of the stage will be something of this sort. who's in for some ICE PHYSICS ?
  7. famicom controllers having the cord on the side instead of at the top. And yes SHORT CORDS!!!! seriously tho, the placement >_<
  8. and so few generations from now, nes collectors will face the paradox of collecting ......retro retro games
  9. NES homebrew is retro its new, but made to look like the old games from 30 years ago (restrictions d'oh) hence, only retro nes games are the ones that came out recently ^^; as such, the argument that this is a retro gaming community stands, as there are numerous retro developers present. that then brings us to an interesting question since we're going on about semantics of the word "retro" since, say battle kid is a true retro game, being fairly new, but made in the style of old, at which point it stops being retro, and becomes just old ? (plz dont hurt me, it's a lighthearted conversation)
  10. Mugi

    Dimension Shift

    i have a twitter account https://twitter.com/teh_mugi but it's a real hit and miss as far as updates gos. I dont really talk about this project much aside having this thread here which i occasionally update.
  11. Mugi

    Dimension Shift

    It's been a long while since I wrote anything regarding the project so, if nothing else, just to let people know we are indeed still working on this, here's (an extremely early!) tileset test screen of how "stage 4" might possibly look like. I'm still working on detail tiles et cetera, along with stage-specific mechanics.... It will be a 2-part stage though (vertically, or horizontally? that's the question ) I sent early looks of it to Jeremy earlier today, so hopefully soon(ish) we'll get to hear how this place sounds like too. not much else to add as of now... we're struggling with the engine a little and due to that, progress on that front has slowed down a lot while we're regaining our will to fight it through.
  12. I'm no one, and I love it. Do your thing, start doing your next thing, write a nonsensical forum post once a year and the world didnt move in any direction whatsoever
  13. Mugi

    Dimension Shift

    we're working on it as we can, but it's been quite slow lately due to personal things going on with both of us developing it. nothing really notable to update as for now, but i've been sketching up the 4th stage a little and we started working on the entity system, which is still a broken mess, but enemy spawning does now work on a horizontal axis so its' moving along a little.
  14. being that i more or less started my romhacking and eventual development careed from playstations, i've collected a wide assortment of stuff over the years. I used to collect basically everything PlayStation, but lately due to lack of money and interest shifting towards the NES, i've only kept my collection at things i really wanted to own. Namely that translates to: - Parasite eve Everything - Zill O'll everything - Utawarerumono everything - assortment of "shiny" items such as sealed 1st print FF7, devkits, Yaroze, some betas, and of course, everyone's favourite weird disk, the Ayumi Hamasaki dome tour PS2 DVD which includes a pink web browser aside that, I've amassed a pile of psp and ps3 "collector's edition" (big boxes) of all sorts of japanese games that i've been meaning to offload for a long time now, since i just lack funds to collect them I can take pictures later on if anyone's interested. Speaking of internet things, @spacepup are those usb modems official by any chance ? I have some sourcecodes of an USB ethernet adapter driver for ps2 that mention an assortment of supported devices but i've never actually ran into an "official" one. I'd have to assume one exists because the SDK comes with drivers for it.
  15. I personally find the technical constraints to be one of the more fun aspects of nes development in general. It does wonders to creativity to go from 64000 colors to 4 colors Totally agreed though, that just because one makes a "traditional platformer" doesn't mean that it's gonna be a sprite hack of megaman, Homebrews have some really interesting variety already, I'm just here attempting to add to that. That said, seeing all the "weird" stuff like games that are played using dpads of 2 separate controllers, mouse controlled games and whatnot on the NES is definitely a hook point and part of the charm in specifically homebrew over the official library.
  16. Im propably falling to the latter camp myself. I suppose I should be somewhat ashamed of myself to admit I have barely ever played many of the "classics" and a lot of games people hold in highest regards (castlevania) I simply don't even like. When I started developing my own game, the basic idea was that I want to create a good old fashioned platformer, as such, my main inspiration is the best of them, Shatterhand. The goal is not necessarily to create something new and never before seen, but instead provide a solid gameplay of the familiar kind.
  17. Mugi

    Ploid

    there's dungeons & doomknights and soko banana atleast those 2 are earlier.
  18. gimmick.... sort of ? kirby has a level selection map screen dungeon.... thing ? not really sure if they count as "world map" per-se but it's close enough in my book
  19. Mugi

    Free ROMs

    *stalking intensifies*
  20. someone should make you a president so that you can pass a law to make this mandatory on every internet forum ever. now i can finally browse videogame sites without politics lol.
  21. Mugi

    Dimension Shift

    long time no post. I posted a picture in screenshotsaturday on twitter so why not here too, as it's been a while since I've talked anything about the game and it's progress really. late news include the beginnings of enemies. They exist! and they also almost sort of spawn almost correctly maybe on horizontal axis.... but atleast they do spawn now, so that's a start heh. on the other news, i finished designing and drawing Stage D, which as of current moment is named "Factory." the stage is MASSIVE, and consists of 84 screens + some screens of hidden content (for reference, this is one of the 7 stages in the game, and is the size of half of entire metroid. (188 unique screens.)) here's a pic from a random spot of the map, in an attempt to not entirely spoil the layout of the whole thing. Immediate plans of continuation is to: - finish programming up the custom code needed for this stage to actually function (keyed doors, keys for them, a teleport function and various other little things.) - continue developing the entity system - continue developing weapon system and start testing & balancing damage as soon as monster work. - more stages, new chr's for new stage types etc.
  22. GLOOOVES! GLOOOVES! GLOOOVES! *waves pompoms*
  23. I tend to take those kinda things to heart a little more as I do create translation patches myself (though my choice of platform is non-bootleggable, so Im safe ) but yeah, with NES, it practically always happens so not much people really can do about it sans simply not buying such things (I know, not happening.) all things said, atleast it's better that it goes that way instead of selling for some stupid amounts of money
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