OHR Multicart Compilation
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- Willy Elektrix
- Liquid Metal Slime
- Posts: 910
- Joined: Sun Aug 15, 2010 11:30 pm
OHR Multicart Compilation
This is the work-in-progress thread for the OHR Multicart. The Multicart is a community collaboration project. Members of the community will create simple games in the NES style. These games will be assembled into one big compilation game. The goal is create compilation of games imitating an NES Multicart.
Everyone in the community is welcome and encouraged to participate (regardless of skill and experience). Here are some guidelines to help you as you work on your game.
O The games must be in NES style. Their graphics should loosely imitate those of the NES. It is okay to take some liberties here (i.e. more than 4 colors per sprite is okay). 8 bit music and sound effects are preferred.
O The game must be fun and bug free. Spend time testing your game to make sure that it works and is enjoyable. Members of this community (myself included) would love to help you with this process.
O Any genre of game is fine (action, adventure, RPG, puzzle, or whatever).
O This must be a brand new game made specifically for this compilation. Please do not submit old games that you have already completed. Also, do not make clones of other games unless you are also adding features of your own. For instance, you could remake Tetris if you added a new scoring system, or power-ups, or mini-games, or etc.
O The game should use keyboard controls. These can be any keys you want, but those keys should be described on the title screen or shortly thereafter. There is a good chance that many of the games will use different control schemes. It is important to inform the player of that immediately.
O Your game or games must be complete by March 1st 2017. This does not mean that you should start on February 15th. Take the extra time to polish your game or make multiple games.
O Use this thread to keep everyone posted as to the develop of your game. Public development is highly encouraged on this project to keep people from making games that are too similar.
O If you have any questions about your game or this project, let me know and I'll be happy to help!
Everyone in the community is welcome and encouraged to participate (regardless of skill and experience). Here are some guidelines to help you as you work on your game.
O The games must be in NES style. Their graphics should loosely imitate those of the NES. It is okay to take some liberties here (i.e. more than 4 colors per sprite is okay). 8 bit music and sound effects are preferred.
O The game must be fun and bug free. Spend time testing your game to make sure that it works and is enjoyable. Members of this community (myself included) would love to help you with this process.
O Any genre of game is fine (action, adventure, RPG, puzzle, or whatever).
O This must be a brand new game made specifically for this compilation. Please do not submit old games that you have already completed. Also, do not make clones of other games unless you are also adding features of your own. For instance, you could remake Tetris if you added a new scoring system, or power-ups, or mini-games, or etc.
O The game should use keyboard controls. These can be any keys you want, but those keys should be described on the title screen or shortly thereafter. There is a good chance that many of the games will use different control schemes. It is important to inform the player of that immediately.
O Your game or games must be complete by March 1st 2017. This does not mean that you should start on February 15th. Take the extra time to polish your game or make multiple games.
O Use this thread to keep everyone posted as to the develop of your game. Public development is highly encouraged on this project to keep people from making games that are too similar.
O If you have any questions about your game or this project, let me know and I'll be happy to help!
Last edited by Willy Elektrix on Tue Nov 08, 2016 3:24 am, edited 2 times in total.
- Willy Elektrix
- Liquid Metal Slime
- Posts: 910
- Joined: Sun Aug 15, 2010 11:30 pm
Here's who has to agreed to participate and what they are working on. It is okay to make a game in a similar style to someone else, but a variety would be nice!
Gizmog: the all-important game selection screen
Bob the Hamster: horizontal scrolling space shooter
Willy Elektrix: collect-em-up adventure game called Xeno Safari
Foxley: Zelda-like adventure game or a platformer
TMC & RMZ: castle defense game
Newbie Newtype: shooter
kylekrack: strategy RPG similar to Fire Emblem
KF Harlock: one-screen platformer similar to Bubble Bobble by way of Castlequest
RM Sephy: Arkanoid-like
Nathan Karr: classic fantasy JRPG
MorpheusKitami: haunted house game like "Monster Squad meets the Running Man"
If anyone else has a concrete idea, I'll add it to the list.
Gizmog: the all-important game selection screen
Bob the Hamster: horizontal scrolling space shooter
Willy Elektrix: collect-em-up adventure game called Xeno Safari
Foxley: Zelda-like adventure game or a platformer
TMC & RMZ: castle defense game
Newbie Newtype: shooter
kylekrack: strategy RPG similar to Fire Emblem
KF Harlock: one-screen platformer similar to Bubble Bobble by way of Castlequest
RM Sephy: Arkanoid-like
Nathan Karr: classic fantasy JRPG
MorpheusKitami: haunted house game like "Monster Squad meets the Running Man"
If anyone else has a concrete idea, I'll add it to the list.
Last edited by Willy Elektrix on Thu Jan 12, 2017 3:49 am, edited 5 times in total.
- KF Harlock
- Slime Knight
- Posts: 194
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I'd like to participate as well, hopefully. I want to make something like... a one-screen platformer in the vein of Bubble Bobble but more by way of Castlequest.
SPELLSHARD: THE BLACK CROWN OF HORGOTH now COMPLETE! <a href="http://www.slimesalad.com/forum/viewgam ... 4363">Grab it today!</a>
The hell with Friday, here's the first rough draft. Up and down change the menu item, Enter displays the transition from menu to game.
Any thoughts, comments, critiques or suggestions are more than welcomed. Could it look cooler? Is the basic idea rubbish? Got a better idea you'd like to see happen? BRING IT ONNNNNNNNNKnown Issues:
-Doesn't load a game yet because there aren't any.
-Game names replaced with Van Halen songs because there aren't any games yet
-No sound effects or music
-Matrix theme is kind of dark and might not fit the tone of the finished games
-Text looks a little weird when going behind the menu. Going in front might be preferable but could make the menu less readable.
-Only enter "chooses" a game. Future version will allow any "use" key to do it.
-Selected game should maybe flicker rather than just being brighter than non-selected counterparts.
-Font is ripped from Shin Megami Tensei and stealing isn't very cool
-None of the slices are ever deleted so the longer it runs the slower/uglier it gets.
Last edited by Gizmog on Tue Nov 08, 2016 6:32 am, edited 3 times in total.
Main thing I have to say is that the menu items are already unreadable. The words are all the same color, so regardless of in front or behind, it's going to be hard to read.
I think the idea is cool, and the execution looks great overall, but I'm not sure I get it. What's with the Matrix theme? Is there some explanation that's gone over my head?
I think the idea is cool, and the execution looks great overall, but I'm not sure I get it. What's with the Matrix theme? Is there some explanation that's gone over my head?
My pronouns are they/them
Ps. I love my wife
Ps. I love my wife
Hey, that actually looks really nice. I like that fact that you used all the OHR icons, and the fade in/out is neat. Not exactly the NES palette (hey, Willy didn't specify it), but actually it IS pretty retro, just imagine you're watching it on a CRT with long persistence. You could possibly even add some other effects to help give that impression (if only the OHR had a scanline filter...).
What if you made the falling letters line up exactly with the letters of the menu, so that it looks like the whole thing is a single grid of letters? (Bonus if the letters don't overlap, but that sounds like a lot of trouble only to make it look worse.) I guess that would look more like a real text-mode selection menu, which is pretty much what you would expect for a game selection menu of the era (just not on the NES).
Oh, also: RMZ and I are doing a castle defense game.
I guess people can post progress in the Finish Your Damn Game thread if they hope to be done by Jan 31st!
What if you made the falling letters line up exactly with the letters of the menu, so that it looks like the whole thing is a single grid of letters? (Bonus if the letters don't overlap, but that sounds like a lot of trouble only to make it look worse.) I guess that would look more like a real text-mode selection menu, which is pretty much what you would expect for a game selection menu of the era (just not on the NES).
Oh, also: RMZ and I are doing a castle defense game.
I guess people can post progress in the Finish Your Damn Game thread if they hope to be done by Jan 31st!
Last edited by TMC on Tue Nov 08, 2016 12:40 pm, edited 2 times in total.
Damn! I knew I forgot something. It actually does make the letters line up vertically, just not horizontally! Relatively easy to fix.TMC wrote:(if only the OHR had a scanline filter...).
What if you made the falling letters line up exactly with the letters of the menu, so that it looks like the whole thing is a single grid of letters?
(I've actually thought of ways to emulate that. It's a lot easier with backdrops/sprites and a crapload of containers. The poor man's version (A screen-width rectangle every other line) doesn't look bad on the background text though!)
Gotta admit, I'm not sure what the hell I was thinking with this concept and I can see how it doesn't line up with a lot of the stuff we talked about. I just thought it might look cool and made it to see whether or not it actually did. I've got a few other ideas I'm going to test (I never did get to use that fireworks script for Santa vs. The Devil) and maybe one (or more!) of them will be good enough.TMC wrote:I guess that would look more like a real text-mode selection menu, which is pretty much what you would expect for a game selection menu of the era (just not on the NES).
EDIT: Latest version here.Other Concepts
-Fireworks
-A wheel (Like the first random review picker... HOLY slime THE NEXT REVIEW PICKER CAN ACTUALLY MAKE YOU PLAY THE GAMES)
-A wheel, only more 3D
-Some kinda Space Harrier style thing. This is the least likely to actually get done
-Other stuff I'm sure I could think of if I wasn't distracted by breakfast and anything suggestionwise that catches my fancy
- Attachments
-
- The poor-man's scanlines don't work well when applied to the whole thing, unfortunately
- Menu0010022.bmp (63.55 KiB) Viewed 8849 times
-
- Bit more readable! Hadn't locked them down horizontal yet (since fixed. Update after breakfast)
- Menu0010019.bmp (63.55 KiB) Viewed 8850 times
Last edited by Gizmog on Tue Nov 08, 2016 2:45 pm, edited 1 time in total.
Well, you know, a scanline filter is not exactly hard to implement, so...
But there's a near-infinite number variants of it. First I tried just dimming every second line to half, but that's a somewhat subtle effect (see first screenshot); I think your slice-based scanlines may have looked better. I played around a bit, screwed up the math a bit, and got some rather interesting results (that colour shifting was *not* intentional). The problem is that especially nice looking effects might create a serious mess on other graphics.
All these are screenshots of your first demo, to avoid the scripted scanlines.
So I guess it would be nice if the scanline parameters were tunable rather than having a single fixed filter. Something to go in the Window Settings menu.
(Edit: removed a couple screenshots to keep the size down)
But there's a near-infinite number variants of it. First I tried just dimming every second line to half, but that's a somewhat subtle effect (see first screenshot); I think your slice-based scanlines may have looked better. I played around a bit, screwed up the math a bit, and got some rather interesting results (that colour shifting was *not* intentional). The problem is that especially nice looking effects might create a serious mess on other graphics.
All these are screenshots of your first demo, to avoid the scripted scanlines.
So I guess it would be nice if the scanline parameters were tunable rather than having a single fixed filter. Something to go in the Window Settings menu.
(Edit: removed a couple screenshots to keep the size down)
- Attachments
-
- 3x zoom with 2/3s of lines dimmed and 1/3 brightened. This looks pretty good, aside from turning light green into white
- matrix_z3_badmath2.png (77.4 KiB) Viewed 8829 times
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- I think this is the same algorithm as the previous screenshot, but changing the zoom level changes the effect...
- matrix_z3_badmath.png (51.97 KiB) Viewed 8829 times
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- Throw in some unprincipled bit-ops for blur...
- matrix_z2_badmath.png (68.04 KiB) Viewed 8829 times
-
- Basic dimming of every other line
- matrix_z2_simple.png (22.04 KiB) Viewed 8829 times
Last edited by TMC on Tue Nov 08, 2016 4:48 pm, edited 5 times in total.
- Bob the Hamster
- Lord of the Slimes
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There are a lot of different ways you could do hit detection.
For a zelda-like game, I am going to say that you probably want to have just one main script looping every tick.
When you press the attack button, you would be creating a sword npc in front of the hero.
Then you would want to loop through all the NPCs on the map, and check if any of them were colliding with the sword. The code might look something like this:
The "damage NPC with sword" script could reduce the enemy's hit-points (which you could store in one of the NPC extra data slots)
Also, I think there is a typo in the title of this thread. Should be "Multicart" rather than "Multcart"
For a zelda-like game, I am going to say that you probably want to have just one main script looping every tick.
When you press the attack button, you would be creating a sword npc in front of the hero.
Then you would want to loop through all the NPCs on the map, and check if any of them were colliding with the sword. The code might look something like this:
Code: Select all
script, check for sword collision, sword, begin
# The sword argument is an NPC reference to your sword NPC
# This script loops through all other NPCs, and checks if the
# sword hit any of them
variable(i)
# NPC references are negative numbers in the range of -1 to -300
for(ref, -300, -1) do(
# Make sure this is actually a valid NPC for this map
if(get NPC ID(ref) >= 0) then(
# Don't let the sword collide with itself
if(ref <> sword) then(
# Check if the sword and NPC collide
if(slice collide(get npc slice(sword), get npc slice(ref))) then(
#The sword hits this NPC, run a script
damage NPC with sword(ref)
)
)
)
)
end
Also, I think there is a typo in the title of this thread. Should be "Multicart" rather than "Multcart"
Last edited by Bob the Hamster on Tue Nov 08, 2016 6:35 pm, edited 1 time in total.
- Spoonweaver
- Liquid Metal King Slime
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