Tänzer, a "ninja" game (Dev Diary thread)
Moderator: Mask of Destiny
Tänzer, a "ninja" game (Dev Diary thread)
Hi all!
Thought I'd start a small dev diary of my "small" game, if that's alright.
Will have loads of questions so I'll use this thread asking those as well.
Short story, really short: Got a MD for christmas and is absolutely loving it.
Wish I could have gotten one of these as a kid instead of the SNES, seeing that I'm more of an arcadey kind of guy.
The game I'm making need to be finished by the 26th of May (the day of retrospelsmassan.se here in Sweden).
And by finished I actually mean this:
* Game playable demo
* Cover artwork
* About 5 cartridges
* 3 Boxes
* Some kind of manual, in 3 copies
So, 3 boxed cartridges with manual and artwork ready, is the main goal, I guess.
The game is going to be a, more or less, standard hack and slash platformer. Which there a dozens of on the MD already, but anyway...
I've drawn some inspiration from Hagane and Osman
Using SGDK, which is really slick I must say. Didn't actually think that running C on the MD would be as effective as it is. C and SGDK is handling this way over expectations.
Super awesome work Stef!
Progress this far:
- First test stage is kind of in place with a few (~6 wip) enemies
- Scroll to right
- You can jump, triple-jump, slash in almost all directions, crouch and run.
- Made my own map editor (yeah, I know...but I always do that) which exports directly to the format needed
- Got a few VGMs from a friend that sound really cool.
- Gold pickup sound, the explosion sound is currently from Sonic...or rather SGDK
Planned for the demo:
- Aiming at 4 different stage backgrounds
- ~12 stages
- ~30 enemies
- 4 bosses
- 15 SFXes
- Elemental special abilities
- Some nice parallax on the back layer
Also, the gameplay details aren't exactly set in stone either. You can pickup gold now, but there's no actual use for it yet. Not even on paper.
Anyway, I'm having loads of fun with this!
Video (butchered by youtube, but anyway):
https://www.youtube.com/watch?v=h2R-amy1tJ0
Thought I'd start a small dev diary of my "small" game, if that's alright.
Will have loads of questions so I'll use this thread asking those as well.
Short story, really short: Got a MD for christmas and is absolutely loving it.
Wish I could have gotten one of these as a kid instead of the SNES, seeing that I'm more of an arcadey kind of guy.
The game I'm making need to be finished by the 26th of May (the day of retrospelsmassan.se here in Sweden).
And by finished I actually mean this:
* Game playable demo
* Cover artwork
* About 5 cartridges
* 3 Boxes
* Some kind of manual, in 3 copies
So, 3 boxed cartridges with manual and artwork ready, is the main goal, I guess.
The game is going to be a, more or less, standard hack and slash platformer. Which there a dozens of on the MD already, but anyway...
I've drawn some inspiration from Hagane and Osman
Using SGDK, which is really slick I must say. Didn't actually think that running C on the MD would be as effective as it is. C and SGDK is handling this way over expectations.
Super awesome work Stef!
Progress this far:
- First test stage is kind of in place with a few (~6 wip) enemies
- Scroll to right
- You can jump, triple-jump, slash in almost all directions, crouch and run.
- Made my own map editor (yeah, I know...but I always do that) which exports directly to the format needed
- Got a few VGMs from a friend that sound really cool.
- Gold pickup sound, the explosion sound is currently from Sonic...or rather SGDK
Planned for the demo:
- Aiming at 4 different stage backgrounds
- ~12 stages
- ~30 enemies
- 4 bosses
- 15 SFXes
- Elemental special abilities
- Some nice parallax on the back layer
Also, the gameplay details aren't exactly set in stone either. You can pickup gold now, but there's no actual use for it yet. Not even on paper.
Anyway, I'm having loads of fun with this!
Video (butchered by youtube, but anyway):
https://www.youtube.com/watch?v=h2R-amy1tJ0
Last edited by mix256 on Wed May 23, 2018 8:34 am, edited 1 time in total.
Tänzer kickstarter: https://www.kickstarter.com/projects/83 ... lusive-gam
https://twitter.com/mix256
https://twitter.com/mix256
Re: Unnamed "ninja" game (Dev Diary thread)
Really nice work. Especially if you didn't have a MD before X-mas. Impressive !!
Re: Unnamed "ninja" game (Dev Diary thread)
Thanks! Yeah, wish I had it years ago.
Although it's probably good I didn't, because now I'm stuck looking at Teddy Rubskin youtube channel. Hilarious.
Tänzer kickstarter: https://www.kickstarter.com/projects/83 ... lusive-gam
https://twitter.com/mix256
https://twitter.com/mix256
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- Very interested
- Posts: 160
- Joined: Sun Apr 29, 2007 10:04 pm
- Location: Belo Horizonte, MG, Brazil
Re: Unnamed "ninja" game (Dev Diary thread)
Pretty awesome looking!
Re: Unnamed "ninja" game (Dev Diary thread)
Thanks!
I'm trying to get the HUD up and running now. Going to be handling this with sprites, I thought. But turns out I have no idea how to go about doing that.
I guess I need to create a sprite that is the size of the score width and then manually get the sprite definition (which is the actual font) to add relevant frames into it? Needs some research on my part, for sure.
Quite happy with the actual font itself, though. Was easy to create and suits the rest of the style, I think.
Tänzer kickstarter: https://www.kickstarter.com/projects/83 ... lusive-gam
https://twitter.com/mix256
https://twitter.com/mix256
Re: Unnamed "ninja" game (Dev Diary thread)
Very cool demo!
Re: Unnamed "ninja" game (Dev Diary thread)
Thanks!
Now, where do I get PCBs and eproms then?
Found retroelectronik.com which seems to have exactly what I want, but they refuse to answer my emails and the contact form isn't working.
So my next option is krikzz.com, I guess?
Any suggestions?
Tänzer kickstarter: https://www.kickstarter.com/projects/83 ... lusive-gam
https://twitter.com/mix256
https://twitter.com/mix256
Re: Unnamed "ninja" game (Dev Diary thread)
Retrostage.net is a great supplier. edit: Krikzz FlashKit works too of course, for that one you don't need to solder anything.
Re: Unnamed "ninja" game (Dev Diary thread)
Are you saying that the game is going to take 5 cartridges? How? One in top of another, like "Sonic & Knuckles"?
The time limit is very short hope you don't have any other thing to do.
HELP. Spanish TVs are brain washing people to be hostile to me.
Re: Unnamed "ninja" game (Dev Diary thread)
Yeah, want to go the "non-soldering" route, if I can. Because I really suck at it and is close to blind...or something.
Is running through the internet for PCB suppliers now, so far I've got these:
krikzz.com
Retrostage.net
www.mortoffgames.com
db-electronics.ca
onslaughtreproductions.com
They all have their pros and cons.
Haha, no, 5 "identical" cartridges with the game made. Three for having in the boxes and 1 or 2 for the actual demo at the show.
Yeah, will be long nights and early mornings. But, as I said, the game content on the 26th of May is going to be "just" a demo. So the more the better, but there is no "now I'm done" for that part.
Tänzer kickstarter: https://www.kickstarter.com/projects/83 ... lusive-gam
https://twitter.com/mix256
https://twitter.com/mix256
Re: Unnamed "ninja" game (Dev Diary thread)
-
- Very interested
- Posts: 3131
- Joined: Thu Nov 30, 2006 9:46 pm
- Location: France - Sevres
- Contact:
Re: Unnamed "ninja" game (Dev Diary thread)
Wow, it's already quite impressive and almost ready to make a game ! Well done !
And thanks for your kind comments about SGDK, glad to that you like it
And thanks for your kind comments about SGDK, glad to that you like it
Re: Unnamed "ninja" game (Dev Diary thread)
Ey, that sounds great. I'll be in touch.
Thanks! As I said, it wouldn't have been much at this point without SGDK.
Again, super nice work!
Got a more or less complete stage-1 VGM from Johan Agurén yesterday. Sounds super awesome!
Tänzer kickstarter: https://www.kickstarter.com/projects/83 ... lusive-gam
https://twitter.com/mix256
https://twitter.com/mix256
Re: Unnamed "ninja" game (Dev Diary thread)
FlashKit programmer MD by krikzz.com or stuffpoint.ru - made in Ukraine.
Re: Unnamed "ninja" game (Dev Diary thread)
Pulseman gets away with just using a sprite per digit.mix256 wrote: ↑Sun Feb 04, 2018 6:28 pmI'm trying to get the HUD up and running now. Going to be handling this with sprites, I thought. But turns out I have no idea how to go about doing that.
I guess I need to create a sprite that is the size of the score width and then manually get the sprite definition (which is the actual font) to add relevant frames into it? Needs some research on my part, for sure.
That can get you started since it's easier, though it also eats more into the sprite limits, so you go see if it's too bad. The alternative is checking how many digits you have to show, then stream that many digits into VRAM (just load tiles as usual) and use sprites accordingly. Note that knowing the maximum possible digit count helps, e.g. if score is capped at 99999999 (8 digits) then you won't need more than two sprites ever. In fact, you can probably just keep the mappings for every possible digit count in a table.
And all the above assuming the amount of digits to show is variable. If you always show trailing zeroes both cases above become easier too, since you can just always assume the max digit count.
Sik is pronounced as "seek", not as "sick".