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Nikku4211

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A member registered Jun 03, 2021 · View creator page →

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Lol, I thought this was going to be a first person shooter test on the SNES at first.

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So, you can confirm it's the latest Sameboy release and that you have all the buttons configured properly?

I have also tried the exact ROM file on Itch.io in both Sameboy 0.15.8 and BGB 1.5.10 and pressing Start did get past the title screen.

I have even compiled the game from the master source code in GitHub and pressing Start there worked too.

What did you use to run the game?

Did pressing the Start button or the key configured to be the Start button not work?

The screenshots aren't even coming close to following the NES' limitations, meaning this isn't actually an NES game, meaning this is an irrelevant spam thread.

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Guys who needs music for they NESCompo23 game?

I can do FamiTracker:

I haven't worked with EPSM, but I have done music for other chips in the OPN family:

YM2612 + SN76489 remix of Batman (NES) - Underground Conduit

Epic War 2203 (YM2203 original song)

Do you have any experience in FamiStudio or FamiTracker?

These two are the main programs you may need to get familiar with if you want to make music for actual NES video games.

The NES has only 5 sound channels, and each channel can only play one note at a time. Though the last sound channel is sampled, so you could sample chords there, but you'll have to use tiny samples to fit inside the compo's 64 kibibyte (think 1024x64 bytes) limit.

Point is, the NES is very limited when it comes to the kind of audio it can do, as well as the processor itself being limited when it comes to what it can push in a game. With only 64 kibibytes, you can't expect to be able to render out a whole streamed audio file and put it in the game like that.

I don't see any chiptune in your portfolio, so it looks like you have something to learn about both the NES and its audio hardware.

From one musician to another, I wish you good luck in following this tutorial:

Well I know at least one thing: GBDK supports NES. It's not a full game engine, but it can be used when you want to code for the NES in C.

No, the game has to run on a real GBC or at the very least a GBC emulator.

Yeah I'm interested.

Yeah I'm interested.

There's GB Studio and ZGB for valid Game Boy game engines.

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I am a composer, and I've done some Game Boy PSG songs in both GBT and HugeTracker: 

GBT example: 

HUGETracker example: 

Tower of Heaven - Stairway to Revelation (Nikku4211 Remix)

I also draw pixel art too:

This game runs in 256x224, which means some early SMSes cut off part of the HUD due to lack of support for a 224-line mode. Are there any plans to have an option to reposition the HUD for these early SMSes?

Any plans for an NES version or is it not worth adding scrolling to the levels?

Thank you. 'Coqui' refers to a species of tree frog native to Puerto Rico, famous for the high-pitched noise they often make.

Been spending a lot of my time on this idle game. A shame you can't save your progess.

I like the music, did you make it? If not, who did?

Where can I download the .ROM?

i would be open to making music for you and perhaps graphics as well.

I can do orchestral, EDM, hip-hop, keygen-style, rock, etc.

Okay, what about Music Markup Language, where you write music as a text file and compile it using a compiler?

If so, which one do you prefer?

Are you used to writing music in Music Markup Language?

Have you ever used a tracker before?

While I have been trying some SNES programming, I've never actually made a game engine in it.

I'm probably better at art and music anyway.

I actually make SNES music in OpenMPT and SNESMod, the latter of which actually outputs both SPCs and SNES soundbanks. I have never used SNESGSS, and I don't use DAWs. I have tried MML, and I didn't like it. My music is usually some form of EDM, but I have made orchestra simulations, and I also tend to make cracktro/keygen-style music as well. I like to mix genres, especially when sample space limitations force me to use extremely tiny single-cycle waveform samples and white noise.

I normally draw at resolutions of 512x448 or lower, though I am open to drawing at 512x478 and 256x239 for my PAL pals out there in Europe and Australia and Africa. I have experience with using GIMP to convert an RGB .PNG to an indexed image, and I have used SuperFamiConv many times to convert the result into actual SNES graphics data.