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Hello! Opening this thread as an information dump for Project Sword, an NES action platformer currently in development in collaboration with Bite the Chili (Gauauu)and myself. Hoping to get some conversation going about the game, the features we are working on, and the type of enthusiasm that may be out there as we work to build towards our early demo of the game. As well, hoping to document some of the development processes of the game here when possible. Gauauu had contacted me to see if I had an interest in providing graphic assets for a mid-size NES game that he could plug away at between releasing the fantastic Anguna and finishing the hotly anticipated sci-fi exploration game Halcyon. The latter being of special significance to my early interest in homebrew, I jumped at the chance. Gauauu proposed an action platformer inspired by the wall jumping in Sunsoft's Batman mixed with the twitchy pacing of Ninja Gaiden. Set in a fantasy setting inspired by the Princess Bride. All of this sounded like something I would be excited to play myself, so I agreed to help! We've accomplished a number of things already, Gauauu has a wonderful 4-way scrolling engine set up to handle the larger nametables needed for batman-like wall jumping stages, as well as created some tight and intuitive wall jumping controls. Additionally, we have bank switching player sprites, DPCM percussion, some impressive palette fades, and some interesting powerups. The engine is really smooth, which is about all I am qualified to say about it since Gauauu is the programmer and I am exclusively working on assets, hopefully he can share more about the programming in the project. We've got some test levels set up and some initial prototypes to test game mechanics. I also went ahead and composed about 4-5 songs to get us started building the prototype. I have some concept music posted here including our DPCM samples for the proposed Titlescreen/Attract sequence: My first task on the project was developing our player character: I started to draw a princess via princess bride but got bored with that and she quickly became a selectable playable character as well: Portraits contributed by my friend and musical collaborator Steve D'eau. These are WIP I started breaking down the tilesets to our source inspiration (batman, and Ninja Gaiden) as well as adding influence from games set in fantasy settings like Simons Quest, shadow of the ninja, and Megaman 6 (knightman). *fairytale motif inspired by the princess bride: Iterations of the main Sorcerer villain shaping up after a little advice from Mteegfx: More portrait work by Steve D'eau: The sorcerer in his citadel: Supporting characters: The original theme of the project has spiraled out quite a bit since I started heaping in all my TV/Film fantasy influences. I've been doubling down on watching swashbuckling/fantasy/high adventure films while I am working and have been spending a lot of time with MGM's 1962 Harryhausen stop motion knock-off Jack and the giant killer, Erol Flynn's 1938 Robin Hood film, Max Fleischer's 1939 Gulliver's Travels cartoon, Harryhausen's 1963 Argonauts, and 1973's Golden Voyage of Sinbad, and Ralph Bakshi's 1983 Fire and Ice. Of course, accompanied by the aforementioned Princess Bride. As a side note in this thread, if there are any swashbuckling/fantasy/adventure films that should be included here with this, I would love to hear about them and discuss them here. AS a personal note, I made a point to finish both Batman and Ninja Gaiden after starting this project, having the proper motivation allowed me to power through each and gave me a newfound respect for those games. Batman especially, what a wonderful game! Those visuals! That play control! That MUUUUSSSSSICCCCC!!!! (partly the inspiration for using DPCM on this project) Again, we're moving forward into our demo phase and will be looking for beta testers and feedback from the community, so if you have any questions about the project or wish to contribute feedback to either Gauauu, or myself you can do so here I am very clearly excited about Project Sword and look forward to sharing more with the community going forward. Keep an eye out for us!! Thanks for checking us out -team Sword
Voting for the NES Homebrew Hall of Fame is open through May 31, 2022! All you have to do is click the link below, read the instructions, and post your votes in the comment section. No paid Substack subscription is required. Please share this with any of your NES homebrew friends, as I'm hoping to make the voting as robust and inclusive as possible! https://retrostack.substack.com/p/the-nes2-hall-of-fame-voting-period?s=w
Welcome to the devlog of our game "Blades of the Lotus", a side-scrolling ninja platformer! I'm working with Abdel Oliveira (https://twitter.com/abdeloliveira80) to help bring his abandoned PC project to where it really belongs... on the NES! Check out the original PC demo: Obviously the game will need to evolve for both the system, the controller, and just my own design sensibilities, but you can see there is a really great core in that PC demo to work from! Development Details: Targets Mapper 28 (Action 53) directly, rather than one of the supported discrete mappers. 64KB PRG-ROM + CHR-RAM (CHR bank swapping for background animation). Written in C (CC65) using NESLib and NESDoug libraries, with support from Norill for Action53 C APIs. Famitone5 sound engine (also by nesdoug) Dev Log Updates: I'll be doing more regular updates on this itch thread, and on twitter. I'll update this thread periodically to summarize the current state of the game (every week or so). Thanks for checking out the game!