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NovaSquirrel

Nova the Squirrel 2 (WIP)

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I posted about this on NintendoAge and Nesdev, but I've been working on a SNES platformer game that acts as a sequel to my NES one. It's gonna do a bunch of stuff I wanted to do on the original game but couldn't due to NES limitations, and it's also just going to be more ambitious and better in general, with a heavy (optional?) focus on story. It's open source like the previous game (and like all of my games really), and I'm hoping that that helps convince other people that the SNES isn't very scary after all, and to give it a try. I've certainly had a lot of fun programming it.

I've attached a recent build:

nova-the-squirrel-2.sfc

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3 hours ago, arch_8ngel said:

Still want to see you take the opportunity to call it Super Nova 😛

Absolutely can stick that as a pun somewhere, but I think it's very important to name games something where it's likely to pull up the game if you Google the name.

1 minute ago, Jfreakofkorn said:

Looking good so far . . . Is it me, or does it give out a vibe of mario world ? 

I'm looking to SMW a lot for inspiration on a lot of things, including a lot of engine design. I'm trying to make it feel very non-Mario where I can though.

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I've been putting in cool copy abilities like a remote controlled rocket and a fishing rod

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There's a cute scrolling background on the inventory and dialog screens.

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There's a portrait in the corner of Mode 7 levels now, since you otherwise only see Maffi's back side.

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I have most of a dialog engine implemented! I can have any number of arbitrary 2bpp images as the background, put level blocks and text on top of it, and then place NPCs (who are automatically converted made into 8x8 tiles from a PNG, skipping empty tiles).

This dialog screen is actually the first place I'm using windows so far, to disable the scrolling background for the rectangle that the dialog picture takes up so that the 4-color background underneath can show through.

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I also drew a Nova portrait I'm happy with, for dialog purposes.

I'm also now actually compressing some things with the LZ4 algorithm. I can tag any tileset/graphic as being compressed and it'll all happen transparently when that tileset is loaded.

I've been playing around with enemy stuff a bit, including a new fox enemy that behaves more creature-ish, and indicators for when a cannon is about to fire, in the form of a spinning small version of the ammo.

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Importantly I intentionally reimplemented the ice block "bug" from the previous game! Last time I just "forgot" to add some code, this time I had to intentionally write it.

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All I ask is:

 

- That you make the Level Editor similar to how Lunar Magic works (user friendly)

- Make the tools that you are building the game with easy to use so that other people can make SNES homebrew games too

- Title the game: Super Nova: Nova the Squirrel 2

 

 

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Oh wow, I am very glad to see that Nova have a new episode... on snes this time. I love the character ❤️

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7 hours ago, dale_coop said:

Oh wow, I am very glad to see that Nova have a new episode... on snes this time. I love the character ❤️

Yeah the SNES is my favorite retro console, and Nova is supposed to be a 90s animal mascot platformer character, so I think she should have a proper 16-bit game.

I started Nova the Squirrel 2 since I started a job last year and quickly realized that I needed a longterm passion project I could do alongside it to have something to look forward to after work and keep me sane.

Also Mesen-S coming out was a big factor!

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