Posts Tagged ‘8-bit’
So myself I don’t really make 8-bit games, but I know a lot of you guys do. There’s one thing I would love to see more in your 8-bit retro games: CUTSCENES!
And I found the perfect tool to help you achieve that ;-). It’s an online tool (no download) found here: http://c64.superdefault.com/
I encountered this site when I was looking for a PNG to 8-bit retro converter. The naive approach was to scale a picture down, save it, then scale it up to make it look pixelated. That actually failed big time, simply because the result was too rich in color. It clearly looked like a scaled up photo rather than a retro graphic. There are a few tutorials that showed how to do it right using photoshop, but for the lazy type like me, I found that the online tool works best! Just look at this awesome 8-bit photo of Nicolas Cage below!
The rules require me to release these before the competition if I wish to use them. They aren’t great, but they’re decent for a pixel-based game.
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!
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.
I couldn’t sleep tonnight so I added in some fog of war, which was down as one of my tasks for tomorrow.
I will post the details of the cool algorithm I came up with on my blog tomorrow.
And with 17 hrs to go! It was a great experience as always. Here’s an action shot:
And you can check the game out here: Preview
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
The Charity Game Jam was a huge success. Our initial fundraising goal was $250 and as you can see, we destroyed it! Mission accomplished. Achievement unlocked. Boss battle won. Princess saved. THANK YOU VERY MUCH, EVERYONE! I’m humbled and grateful for all your enthusiasm, hard work, and generosity. Should we do this again next year?
Play The Games Here! | Keynote Video | Announcement Post
I just submitted the 48 hour version of my Charity Game Jame game, “Dolphin Story”. I followed Ludum Dare compo rules – all graphics from scratch with the Gimp, engine is Unity + Orthello 2D. It uses the NES palette.
It looks awesome inside the Funkytron … but in reality it’s not really finished yet. There are still two scenes to be made to finish the mini-chapter of this mini-adventure game, and sound is still to come. I plan to do this over the next two days.
I went against all sensible advice and used Orthello 2D for the first time for this compo … as a result I ended up wasting some time wrestling with it, but now I have the simple ‘point-n-click’ adventure base code written expanding it should be easy (famous last words ).
You can play directly it here, or find it in the list on http://www.charitygamejam.com. If the Unity plugin starts flickering (like an old TV with bad vertical hold settings – authentic !), blow on the cartridge then try reloading the page. I’ve no idea what’s up with that.
I finally got the game done and submitted with 20 minutes to spare! I had a really fun time making the game as always. The game came out great and I only cut a few things from the final version.
Here’s an in action shot:
I recommend Firefox because the sounds don’t work in Chrome >:(
Good Job Everyone!
Hey guys, things are going great. I’m about halfway done on the game and with sleep, I’ll have about 8 hours on Sunday to finish. I still have to finish level selection, more levels, and a merchant screen to buy in-game upgrades but I think I will get it done.
Here’s a progress shot:
You can play the test build here: Play
P.S. I recommend running it in Firefox, Chrome has weird scroll bars.