I polished up the hub world map in my game a lot, and I recorded me walking around in it! I really like how the town is looking so far, though there's still lots of things I want to add.
I'm already using about 60% of the tiles I'll have available and there's still plenty of space for more details. I also have lots of unused palette colors I'll want to put somewhere.
Now after spending a ton of time designing buildings and making a rough draft of a hub world map, I've got something that feels complete-ish, just unpolished. And now I have it in the game itself; you can walk around the map but that's it so far.
Feels like a huge step forward because I've been working on this part of the game for a pretty long time at this point.
The map conversion does a whole lot of magic stuff where I just export the map as PNGs and provide palettes.
I managed to get graphics displaying! You can also finally explore the map and walk around, so it's kind of fun as-is, but once I add the ability to chat and enter commands it'll be a usable (but *very* minimal) client! #gamedev
I've got some simple gameplay implemented in the PC prototype of the Game Boy game I want to make.
So far all you can do is move around the maze and shoot, which destroys enemies and bricks. I have it where enemies spawn in a radius around you and despawn when they're too far away, so you should continually find them as you explore. Hopefully that's fun? I guess the main thing is it needs to be fun to fight enemies as you go about solving the level's goal. #gamedev
I added Game Boy Color support and a parallax effect to my Game Boy project! I was originally going to go for a 16x16 parallax effect but I think it works great simplified to 8x8 too. Now I have to actually get around to adding game logic instead of just visuals.
Everything I have so far (including the sound engine, and graphics I'm not displaying yet) is about 8KB, so I have 24KB left to fill with more graphics, game logic, and anything else I need. It should be plenty.
Now with Maffi! Which means I can actually see her walk around on my original Game Boy, which is incredible actually. I think these sprites look pretty good for the constraints I'm working with but I might revisit them later on. #gamedev
After a bunch of manually entering frame data, I've got sword swinging - for the sword ability I wanted to have! It can't actually damage enemies yet, so I'll do that next, and then I need to add the ability to throw the sword - because this is supposed to be a Crusader of Centy reference after all. I'm going to have it rotate smoothly as it flies through the air. #gamedev #snesdev
It still feels like it'd kinda be a shame to go for an overhead view on my Mode 7 levels, so I'm experimenting with having the gameplay not grid aligned again. With acceleration it seems to work out well I think?
If I do this I'll have to try and design levels around allowing for wider turns. Also actually implement wall collision that takes unaligned movement into account.
#gamedev #snesdev
Particles make blowing things up really enjoyable. I love that the SNES's sprite limits are high enough that I can put in pretty much all the particles I'd ever want.
I think I'm gonna dive back into working on Nova 2 as my primary thing again and just put my side projects on the side. I've been away from it for far too long and it brings me a lot of joy.
I implemented the bomb ability, and made it act more like bombs in Kirby Super Star so they're faster.
You can still place bombs in the air like in Pocket Bomberman, for the same sort of tricks. I tried having it where the bombs got placed directly underneath you but that was vastly overpowered. But maybe overpowered (but fun!) mechanics call for being made into temporary powerups!
Also the throwing animation needs replaced, but at this point every animation does. #gamedev #snesdev
I implemented something that draws sprites onto the Mode 7 layer in software by copying the graphics underneath them and pasting the sprite on top. I tried making them move more smoothly but that didn't quite work out, because that meant re-rendering every sprite every frame and that added up to too much.
#gamedev #snesdev
I implemented blocks that can have their solidity toggled with switches. They have different symbols on them so they're not only differentiated by color.
They required me to support blocks that are only conditionally solid in the engine, which was solved by letting blocks call a routine when their solidity is checked. Nova 1 solved it by just putting block attributes like solidity in a table in RAM.
I implemented doors, and I played around with adding screen transition effects. A fade looks good, and I dunno how a fade+mosaic effect looks, though it looked fine when Super Mario World did it.
I also played with doing a circle "iris" effect, like Kirby's Dream Land 3 does, and I've got that working after a lot of trial and error. I can reuse that circle code for other effects too.
I'm a hobbyist game developer who mostly focuses on old Nintendo consoles, but I've done projects on PC too.
I'm also a furry and that tends to tie into my game development quite a bit. I make cute characters and make games about them. See https://toyhou.se/NovaSquirrel to learn more!
I like roleplaying as my characters a lot and it's probably my favorite social activity.
I post NSFW sometimes but I tag it.
Feel free to reach out if you have common interests and wanna be friends! [she/her]