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Socoder -> C/C++/C#/Other -> They Are Everywhere - NES Edition

Fri, 02 Feb 2024, 16:02
cyangames

They Are Everywhere - NES Edition


As They Are Everywhere failed to come out on the OUYA / Gamestick as the consoles died before ocmpletion, it's time to ressurect it for the NES.

I've learnt a few more bits whilst making the last few so, after a couple evenings, we're at this point. Youtube compression is terrible.


View on YouTube

30355 bytes remain.

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Fri, 02 Feb 2024, 16:19
Jayenkai
Good luck!

> Reveal 🔎

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Fri, 02 Feb 2024, 16:36
cyangames
Oh cool, you still have those

I need to make some Flap Happy ones! Although, I think Mega Cat have that under control already, hahaha!

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Sun, 04 Feb 2024, 14:32
cyangames
Here we go



29,755 bytes remain

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Sun, 04 Feb 2024, 15:59
Jayenkai
Woohoo!
Sun, 04 Feb 2024, 16:32
cyangames
Added death splosions tonight, just need to add more enemies, movement patterns, etc and I should be able to get close to the OUYA original

Sprite Tile usage so far


Background Tile usage so far



As each Wave had a focus on certain enemy types spawning in, except for boss stages, I'm hoping this should have a good amount of space left for musics but, I might be being ambitious here, not sure.

Gonna be allocating 4 sprites for the player, 4 for bullets, 10 sets of 4 sprites for 2x2 enemies and the rest for 1x1 enemies / bullet spawns, , then 1 for power up spawning, 3 for explosions / bkg stars. Bullets will essentially function just like enemies but with 255 health,. so pretty unkillable.

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Mon, 05 Feb 2024, 00:52
Jayenkai
Wow, that's a lot of gfx!!
Can you flip those, too? Theres a lot of repeats at the bottom, there.

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Mon, 05 Feb 2024, 00:57
cyangames
The sprites can be flipped, yes, the bkg tiles, sadly, cannot

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Mon, 05 Feb 2024, 01:11
Jayenkai
Aww, that's a shame. I wasn't sure what worked in them there olden days!

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Mon, 05 Feb 2024, 02:21
cyangames
The generic tiles in the BKG area should be fairly wll placed to make something a bit bigger further down the line though, but, I need to see how far I can get this week with it

Hopefully I'll get multiple enemies set-up tonight.

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Mon, 05 Feb 2024, 15:06
cyangames
Explosions! Multiple Enemies!!
Way too many glitches!




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Mon, 05 Feb 2024, 15:49
Jayenkai
So fast!
Mon, 05 Feb 2024, 16:50
cyangames
Sorta fixed-ish, not sure what's causing them all to respawn though. That phantom V-Fighter at the start also, hmmm...



29,219 bytes remain!

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Tue, 06 Feb 2024, 01:02
Jayenkai
How odd. I'd suggest a wraparound number loop thing, but they're all jumping at the same time, so that's not very likely.

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Tue, 06 Feb 2024, 02:00
cyangames
I'll find out tonight hopefully
Wed, 07 Feb 2024, 01:26
cyangames
Ended up putting together the score advance screen instead last night, forgot to post here because I fell asleep, ha!

twitter.com/i/status/1754994689097208089

28,422 Bytes Remain

(just realised) Ohh, so, only just over 4kb code so far!

Might try to do the high score board tonight before I return to tackling the rest of the game.

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Wed, 07 Feb 2024, 01:59
Jayenkai
Yeah, I can imagine that game's code is a WHOLE lot lighter, since you don't have to build an entire bloomin' proc-gen level generator into the thing!!
Should also be way easier to test it, too!
Any plans for new features this time 'round?

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Wed, 07 Feb 2024, 03:10
cyangames
A lot lighter than unity, yeah!

New features... I'm not sure, I want to see how far into the game I can make before I begin to run low on either CPU or ROM.

I'm already low on sprite tiles, roughly 23 of those remain and I might have to use them for the final boss, the plan is to recreate the unreleased OUYA version as well as I can, in as small an maount of space as possible, before I probably ask someone to help with the music (eh heh heh)

Then I'll probably approach Mega Cat with it again (crosses fingers)

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Wed, 07 Feb 2024, 15:36
cyangames
Fairly tired today but, yeah, high scores screen and code re-use!



27,944 bytes remain

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