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El Dr. Gusman

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A member registered Sep 04, 2017 · View creator page →

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Hope you have fun!

Muchas gracias Javi :)

Muchas gracias por tu comentario :)

Si, hay algunos cambios menores, en la entrevista con Javi explico el motivo, para hacer el juego lo mas fluido posible lo que serían "segmentos" del LCD están encajados en bloques de caracteres independientes, ningún segmento se solapa con otro en el mismo carácter, de esta manera en vez de dibujar cada vez los píxeles que se encienden o apagan lo que hago es cambiar solo atributos, que es mucho mas rápido porque hay que escribir menos en la memoria.

Un saludo.

Thank you :)

Que currazo Toku!

Awesome!

Very very nice!

Hi!

I haven't been able to, I got vacations this week and I don't have my main PC nearby.
Will check it as soon as I get back, sorry for the delay!

I will review all the maps this weekend to ensure there is no other problem in any of them.

Thanks a lot for the feedback.

Will think about it, maybe next week if I get time will try to implement an easy mode, thanks for your feedback :)

Have fun!

Hi!
You were right, I managed to delete a single cell when reordered the maps and it made it impossible to finish it... Doh!
I have uploaded an updated version, it will be obvious which cell was missing...

In any case, as strategy for that screen (for me it was only 4 missing fire charges to complete the screen) you must first accumulate as much ammo as you can, and be careful using the wipes as these are the only ones that can destroy rock. Also, sometimes what may look like a waste of ammo when reviewed twice can turn into more ammo available.

Finally, about the levels, there are 20 levels, so you have already played more than a half of the game.

Hope you enjoy it, and if you find any other problem please let me know :)

All levels where tested, unless there is an error in the map data all have all the required resources to complete the map, very constrained but they are there.


I will check it tomorrow to ensure there is no bug.

Thanks :D

Thank you :D

No hay de que!

Muchas gracias por tu comentario Serranito!

Te comento, sí, se que es un juego dificil y se perfectamente que será un juego que no va a gustar a todo el mundo, es mas, creo que le gustará a poca gente y otra mucha lo odiará con todas sus fuerzas xD
Pero, espero que al que le guste, le enganche, es un poquito como lo que hacen los Souls, hay que tener algo de masoca para jugarlo :D

Si te fijas tienes un sistema de códigos, cada vez que completas una fase te da un código diferente el cual usándolo te permite continuar infinitas veces desde el último nivel que completaste, prácticamente tienes vidas infinitas pero con la pega de que has de meter el código cada vez, esa es la penalización al jugador por haber muerto, si no lo mismo daría quitar las vidas y dejar al usuario que intentara sin parar todo lo que quisiera.

El juego inicialmente no contaba ni con pausa ni con códigos, te lo tenías que pasar del tirón pero los testers me convencieron de que así no lo iba a jugar ni el tato así que se añadieron esas dos facilidades, el poder pausar una vez por nivel y el poder continuar.

En cualquier caso, el código fuente es abierto, está hecho con Boriel Basic y por ejemplo permitir pausas infinitas es tan solo cosa de comentar una línea, y hay dos líneas comentadas que si las reactivas te permiten pasarte cualquier fase con pulsar a la "Y", así si de paso consigo picar a alguien que no programa a intentar modificarlo pues oye, me parecería genial conesguir que alguien se metiera en el mundo de la programación retro solo por ello.


Un saludo y muchas gracias de nuevo!

4k

It got a bit better but still not ok, the camera is off, the player is at the right side of the screen.

Same here with a single 4k monitor, FOV is completely out and can't see my character.

I don't think Shinobu would be so permisive... xD

Amazing! Waiting for the final version.

A bit more advancement, this weekend I had not much time, but the user registration and login (used to upload 3DN files) is working.

I have tested it with the Xbox controller with the same results, only lags in the VR edition if you start the game in plain 3D mode, swapping to VR and going back removes the lag.

Ok, I will try this weekend with a Xbox One controller and with keyboard and mouse. As a note, I have tested the old version again and it does not happen.

Ok, this is starting to take shape, I already have the full API server (at least for the moment) and the UI is able to list the related infos on the server, if this weekend I have more time I think I may have a first functional version.


I have published this to Github, the code is growing and I don't want to lose it :). The URL is https://github.com/gusmanb/3DNesManager

Cheers!

If you want a smooth experience, keep as far as you can from mobile headsets, Trinus introduces lag, a ton of overhead and very low quality, and mobile cardboards tend to have very bad lenses. If you really want a good VR experience get a Vive or Oculus, Oculus is at a very good price point right now, 399$ with touch controllers and two sensors, it's really worth it.

Yes, it's really odd, there's no performance problem at all, the game runs smoothly, I can even say it runs better than previous versions, in VR I perceive more FPS's.

Also, another test, I loaded the game in non-vr, input lags, switched to VR, lag disappears, went back to non-vr mode and there's no lag at all.

Yes, the same, I use a PS3 controller with ScpToolkit which converts it to an XInput controller.

I have checked it and only happens in non-vr mode, in vr mode it's not noticeable.

I'm testing the new version 2.0.1 and I have noticed a lot of input lag, near half a second of delay between button pressing and game response while on previous versions the response was immediate.

Perfect, thanks a lot for the info!

Hi again.

I already started the project, I'm creating a .net Core Web API (using Kestrel to allow the use of any OS to host it) to manage all the data and a classic desktop app for the manager. The API now has a database of 2200 NES cartridges, the UI is able to read the cartridge info, read from the remote database and check if a 3DN file exists. After I have something that I feel comfortable with it I will release it as opensource on Github.

I'm going to start with the 3DN storage on the API and would know if you can share the structure of the file or some offsets to read info about it, things that can be useful for the user, 3DN file version (to be able to support future changes on the format), if the customization uses retina and thing like these.

As I'm doing it in C# and you work with Unity, if you are serializing the data and you can, would be great to have the classes to deserialize at least the relevant info from the file.

Here is an screenshot of the UI, for now is very basic but it's a beginning.


Also, do you mind if I do some videos for Youtube about the emulator? I think this is really great and would like to share it.

Cheers.

Perfect, then I will start this weekend to create it, I will share results on this thread.

Cheers.

Ok, understood :)

Hi.

I have tested some EU roms and the audio seems to be too fast.

The version I'm using is 2.0

Cheers.

First of all, this is amazing, a really good job.

Now, as an idea/question, do you plan to do some type of system to automátically publish/download 3dn settings? Would be really nice to load a game and be able to choose the settings from a real repository.

If you don't plan to do it and don't mind I can do it as an external program and even host the database for this.


Keep the good job!