In for a Third Time

Posted by
April 22nd, 2013 11:00 pm

Barring an emergency at work, I should be in for the LD competition once more.  To that effect I have put together a warm up game, that’s a sequel to the previous two warm up games.  As usual, it’s probably harder than it should be.

Dalbinblue Warmup for LD26

One thing I want to improve upon over previous entries is game control.  My last two games have been hampered by pretty bad, complicated keyboard controls.  Typically when I play games on a keyboard, I use the arrow keys for movement, the keys F, D, S, and A for action keys, but from what I gather, that’s pretty uncommon.  To improve, I would greatly appreciate comments on preferred keyboard control schemes so that I can better plan out my next entry.

Also, while on the subject of being in the next competition, my tool chain for the competition for really hasn’t changed much.

Programming: Visual Studio, C# using XNA 4.0

Graphics: NES style using Paint.NET

Sound: SFXR, FamiTracker, Audacity

Map Editor: Tiled

Base Code: Get it with my latest warm up game here.  I figure it makes sense to distribute it with a sample game to give some context on how to use the code.  This time around I took some of the HUD elements like life gauge and text score display elements from previous entries and made them general enough to use in any game, and rewrote the sound code so that among other things the music can actually be compressed (if you look at my previous entries I was playing music as a sound effect, and therefore XNA would uncompress the audio data at compile time.

Font: For any text display, I have been using a free font  from, specifically Proggy Square.  I have converted it to a spritefont (PNG) for use in XNA (both full size, and something that fits in 8×8 fro NES style graphics).  The original font and converted formats can be downloaded Here.

You can view my warm up game here.

Edit: It would help if I linked to the correct warm-up game.  My original entry linked to LD25’s warm up game.  It’s too late to be posting.

2 Responses to “In for a Third Time”

  1. Suese says:

    NES Style uses a maximum of 3 colours + transparent for sprites, a maximum of 4 sprite palettes, and a maximum of 4 background palettes. You must also choose from a very specific set of colours:

    If you do all that, it will look a lot more authentically “NES”.
    It helps to emulate the original sound chip too. Not difficult to rip from your favorite emulator’s source code.

  2. goerp says:

    I totally recognize your remarks regarding controls. :)

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