Posts Tagged ‘8bit’
After the ludum 27 48 hour compo, I continued to develop Turn Fighter Foo in order to bring out a version that is closer to what I had imagined.
So whats new?
The first major thing (not visible though) is that the code base has been ported from Flixel with Actionscript/Flash to HaxeFlixel with Haxe/OpenFL. Doing this has the advantage of being able to port it to other platforms natively. Expect something like gamepad support on desktop or a mobile version sometime in the future!
There are a few new hit animations for the fighters as well as new animations for the new moves that they can perform. The background has been spruced up a little to make it less bland and some background music thrown in to accompany the fighting. Here is an example of what to expect:
The first major change is a rebalancing of the play matrix for moves. You might have noticed that kick is probably the most overpowered move in the 48hr compo version. I’ve tried to create a version where there is always a counter to any move. For example, kick is now countered by the low sweep like the picture above shows. And air attacks can now be countered by a new uppercut move. The play matrix is still not perfect but it is far better than the 48 hr compo version. Along with the new normal moves, there are also a couple of special moves that I’ve added which were inspired (aka ripped off) from most fighting games. The first is a ranged fireball attack and a move called the phoenix punch which kinda resembles a dragon punch (very original I know! ). Have a look at the moves list below for how to execute the new moves. More special moves to come in future versions hopefully.
The post compo version now has several options that can be customised such as the ability to hide your inputs from your opponent, increasing/decreasing the number of inputs per turn and changing the turn timer duration (or have unlimited time). The last option enables Turn Fighter FOO to be played in Ippon scoring mode which means that a turn ends as soon as one fighter performs a decisive blow on the opponent scoring one point. The decisive blow occurs when one fighter performs a move that naturally counters the opposing fighter’s current move, thus getting the hit. Score three points and the match is over.
Last but not least, I’ve added an AI player for those that do not have anyone to play with. Yes, there is now a single player mode! The AI is not great but it should be enough to get a flavor of what the game is all about. I’ve gotten feedback regarding my compo version about how some players didn’t have a partner to play with so this one is for those players!
The post compo version of Turn Fighter Foo may be found (along with the original version) at my ludum 27 entry page here.
New Moves list
- Upper cut – down, punch
- Low sweep – down, kick
- Jump punch – up, right, punch (if facing right)
- Fireball – down, right, punch (if facing right)
- Phoenix punch – right, down, right, punch (if facing right)
- Duck – down
- Idle has been removed as an input. Use block instead.
- Controls for player 1 has changed to w,a,s,d for up,left, down,right and j,k,l,n for punch, kick, block, clear move list.
- Addition of new ready button for the unlimited time match. When both players hit the ready button, then the turn plays out. Player1 ready – space, Player2 ready – end.
Three cheers for me for my first successful Ludum Dare! And my first successful NES game! A lot of first successes this time around – my body will forgive me for the missed meals.
So a bit of post-game analysis – I had a lot of reasons for wanting to make this game the way I did. As I said in my initial post, I’m developing an online course in NES ASM programming (#8bitmooc), and part of the course is all about making a game all by yourself from scratch! So I wanted to make sure that I could develop the game using the same tools that I expect my students to use, which are the 8bitmooc playground and the documentation that I’ve been writing! I’ve been taking the text from the NESDev wiki, and rewriting it to be more accessible for people who are just interested in programming by describing the NES as if it were an API. Normally I use that wiki when I need help, but for this project, I made it a point to only use my own documentation, which I think went pretty well!
A few folks have indicated some problems with the ROM image, such as it failing in some emulators. It works perfectly in Mednafen, jsNES, and John’s Android NES Emulator, but a friendly fellow from the NESDev forums told me about some not-so-great things I was doing in my code, like writing the sprites way too late. I still have a lot to learn about the NES, but the best way to learn about something is to teach it, and I obviously know quite a bit considering that I was able to make a game in the end!
I really wanted to get a fast-paced game with goofy sounds and graphics when I made this game, and that’s why the controls are so twitchy. I spent most of the time on the physics engine and the “feel” of the game until I was happy getting a little dude bouncing around, pushing blocks, and dying every 10 seconds. Having to do collisions between 16 solid objects is tricky and takes up a lot of clock cycles. But for a simple game written in 48 hours, I am extremely pleased with my output, and that I was able to take the two top themes and run with them so quickly! I think I might have spent 16 hours at the computer in total or so. I definitely did NOT spend much on the level design, which is my least favorite part of game making.
All things considered, I’m amazed that my game has managed to get 67 ratings in just one day after submission – I’ve really appreciated everyone’s feedback! Granted, it’s hard to play others’ games when you’re running Linux, but I’ve enjoyed many of the ones I’ve gotten to run! LD really brings out the creativity in people, so I’m glad I participated this time around.
Hi, first “Ludum Dare” here. I found out about this competition and I thought that doing a game with such time constraints could be fun. Anyway, I’ll try to do my best in these 6 hours.
- Game built for the Nintendo Entertainment System
- Programmed in 6502 assembly (assembled with NESASM 3.1)
- Graphics built with YY-Chr
- May or may not use Shiru’s Famitone music/sfx library
- Edit: I’ll also use the RLE decompressor code included with NES Screen Tool, plus the tool itself, for nametables.
Wish me luck!
Man, nothing is as much fun as writing a game in raw assembly code! Check this out!
If you want to see the insane source code or play it yourself, visit http://dev.8bitmooc.org/playground/12
; In the game of CLIMB UP!!, you want to reach the macguffin at the top of ; the stage. But you don't want to get your hands dirty, so you send your ; lil'dudes to get it for you. Lil'dudes can push blocks around and jump ; pretty high, but have tremendously short lifespans. After 10 seconds, they ; die. But luckily, dead lil'dudes are particularly useful as stepping stones, ; as they can be pushed around and jumped on. ; ; How many lil'dudes do you have to go through to reach the macguffin?
For this game, I have the following checklist items:
- Create a stage loader and draw the stage.
- Write game physics (control lil’dudes).
- Add game mechanics (death and movable blocks)
- Make some basic sprites
- Add sound effects
- OFFICIALLY DONE
- Extra credit: make different lil’dudes with different powers
CAN I DO THIS? I HAVE NO IDEA!
Hey there, first Ludum Dare for me.
I’ve been into 8-bit console development for a while. While making an actual game on such a console is a time-consuming task, it is tremendously fun and rewarding.
Can a decent NES game be made within 48 hours? I’d like to find out.
Here is what I will be using:
- Languages: C, Assembly for timing-critical bits
- Library: Shiru’s NES library
- Text Editor: Notepad++
- Art: GraphicsGale, YY-CHR
- Sound and Music: FamiTracker
While using C instead of pure Assembly makes coding quick, it has two huge drawbacks: slow speed and bulky code. C compilers, at this time, are not able to emit fast and well-optimized code for the NES’s processor (and may never be).
I will try to restrict myself to the NROM cartridge board that most of the earliest NES games used. So, for all you technical buffs out there or anyone coming from modern HLL-coding looking to get their minds blown, these will be the specs the game has to deal with:
- Processor: 6502 (with no decimal mode), clocked at 1.79 MHz
- RAM: 2KB
- 32KB ROM for code and data
- 8KB ROM for graphics
I might stream development and respond to questions at http://www.twitch.tv/morphcat
EDIT: I should also mention that I am going to use this Makefile which I adapted a bit. It calls some command-line tools I’ve written, mainly for converting VICE label files to the format used by the emulator FCEUX, making debugging easier.
Greetings from Raleigh, North Carolina! I kept telling myself that I’d do a Ludum Dare at some point, so here I am, ready for Challenge #27 this weekend!
My name’s Barry, and I’m a Ph.D. Student in Computer Science studying Computer Science Education. In addition to my research, I teach programming to pay the bills, and I’m currently developing a course to teach assembly programming – the catch is that this course teaches assembly for the Nintendo Entertainment System. I actually gave a workshop on this topic last week, and was terribly afraid that nobody would be interested in it, yet I had a pile of people attend not only the high-level intro, but the hard-core programming portion! This was super-validating, and now I can’t wait to teach my course!
So for this Ludum Dare, whatever the theme may be, I will be developing an NES game in Assembly. I’ll be limiting myself to only 16 KB of PRG ROM and a single 512 x 256 pixel sprite sheet, so I’m expecting this to be a heck of a challenge. The idea is that by participating in this challenge, I’ll actually get some mastery making NES games before I try to teach students how to do it.
I’ll be tweeting my progress from @isharacomix, so if this piques your interest, I’ll be sharing demos and screenshots throughout the compo.
Ever since I was a kid I had something with video games, whether it was making silly card games with pieces of papers or making lame interactive stories in power point, I always looked for a way to create them…bla, bla bla! I don’t have time and nor do you to read the story of a 16th year old who always has dreamed about being a video-game designer, and has gone through everything form Modding to Unity 3d (which I guess is the case in many of us!) so I’ll go to my point
When the charity game jam was first announced I told myself “Cool I’ll give it a try”…and finally, the day arrived, November 24th at 12:00 A.M. I hadn’t read the rules or the jam’s theme until that moment. When I found out it was a NES theme I got excited and started working immediately.
After some minutes of thinking about my game, I found this book called “Mitos y Legendas de Guatemala” (Myths and Legends from Guatemala) which is a compilation ghost stories and urban legends from my beloved country, Guatemala There I found this famous legend of a diabolical dog called “El Cadejo” who wanders the streets at midnight looking for drunken people, whose souls he devours. But there is another type of Cadejo, the white coated one, who instead of having a feast on it, protects the human soul from being cursed or stolen by demons and other supernatural beings. That’s how I came out with the simple story behind my game: You’re a white Cadejo who has to protect the soul of a drunken man from incoming hordes of black Cadejos who are trying to devour it.
Since I’m not good at 2D games in Unity, I decided to use an old tool called Game Maker. Everything (except the music and sound effects) was made from scratch for this game. The music is from ‘Retro PC Games – Tokyo Japan’ and for the sound effects I used SFXR. The barks and growls are from Nine Tails and Venusaur from Pokemon I would have loved to use my own FXs but I don’t know a thing about creating 8-bit sounds!
At the end of the post there are some screenshots of my game. You can look for it at the funkytron as “El Cadejo: A Guatemalan Horror Story” or if you don’t feel like it, go directly to the mini-site where you can download the game (just a simple .exe ;)) and watch the first five minutes of gameplay! I’ll be adding more levels and a boss fight at the end. If you are interested, follow me on twitter (@Hyde_WS) so you can know when the update has been done.
In conclusion, I LOVED the Charity Game Jam. It was a great experience and I learned a lot, I’m definitely in for the next Ludum Dare. I hope you enjoy my game and If you feel like giving some feedback and constructive critics, please do it
Hey there, I’m Nik, and I’m a Ludum Dare first timer!
I had no idea what to do, at first. So I started to plan. The best thing I came out of was something to do with God, as he’s alone. So I emptied my mind into Game Maker, and created… a thing. This thing is called The Almighty Annihilation. It’s a 8-bit styled game where you have to wipe out the entire population of Earth with Meteors and Lightning Strikes. Sounds fun, right? Please tell me it is.
I made the game in 21 hours, with lots of frantic rushing and developer’s block. I know it’s not the greatest, and it seems very basic, but please. I am slow and can’t be bothered most of the time. I made a game. Enjoy.