There is a new mapper called the MXM-1. With this mapper you are allowed more tiles than a normal NES game and you can bank switch all the time swapping in new graphics constantly. Once that documentation comes out, do a version of Slaughter with this new mapper and then you will have something looking very nice on the NES.
erockbrox
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Hi, I am a game designer and level designer and character designer and such. I can make a game as long as I have tools such as a level editor, but I don't know how to program very well and I don't know how to program a game or program the tools I need to make a game.
But I wanted to take a shot at a game jam to be able to learn all of this stuff. So reply if you want to team up or help me learn how to program a game for the GBA.
I can get the goat to the apple and the mouse to the cheese, but I can't get the elephant to the peanut. I almost think its impossible.
If you make a level editor for the game, I can make additional levels. I'm a puzzle designer, but need the level editor to build the levels. Sure I could just change the values in the source code, but that's hard.
Yes, the very nature of making a game in a limited time makes for interesting results. But I actually like your game, I've actually tried learning the SNES's ASM and I only know just a little bit.
Also to get that score, I used a trick to teleport in the "zig zag" section. All I did was jump up and teleport to the bottom in that section for a quicker time.
This game is the definition of janky.
The concept is pretty cool, just get to the end. A quick plaforming time attack game. However, the jumping mechanics are kind of janky and many times I'm just jumping up on ledges and teleporting upwards and such.
One time I teleported from the ceiling to the bottom of the screen then back up. I appreciate the effort and its actually kind of a little bit fun, but its ghetto.
Once I beat the level (landed on the special tile) I tried to go backwards and the graphics glitched up and the game froze. Also if you just let the timer sit there, eventually it goes to a -27000 number or something then starts counted down.
I managed a score of 2940.
My main gripe with these sort of games is that its like its trying to be some over elaborate simulator or something, but it doesn't come across as fun. It's like something that NASA would hire someone to make and its like an "educational" game or something.
The menus are hard to navigate. There is a lot of information and text to read. It seems like there are a lot of technical details.
All I did was drive my rover over to some blue crystal and grab it then I ran out of battery and couldn't go back to the base. At that point, I just turned off the console. No, for real, I'm playing on real hardware with an SD2SNES and I turned that mofo off.
It would be nice if once you ran out of battery it just slowed down your speed of your rover, but if you can't move then what is the point of the game, seriously.
I appreciate the attempt and it seemed interesting, but it was hard to understand and it was not "pick up and play". Not user friendly and way over-complicated to the point where I didn't even want to learn how to play it.
This was pretty good. I liked the attacking mechanics and the spin thing felt nice.
My only criticism is I could never understand under what conditions did the game allow me to use the spin attack, its like a meter or something and the meter fills as I kill enemies?
Then there is the owl mechanic where you have to find the hidden question mark, its nice to break up the gameplay, but at the same time, its like, it didn't feel like a challenge.
I got as far as I could and then I got to some lava level and then I jumped up a bunch of platforms and then I guess the demo just ends (like out of content).
Overall its amazing. I do feel that there could be some improvements and more enemy diversity and levels and such in the final game if you were to keep going with this.
And a check point system would be great.