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Good timing, as I just put the finishing touches on this month's devlog: https://www.patreon.com/posts/september-2024-113011369?utm_medium=clipboard_copy&utm_s
by zeta0134 2y ago
Good timing, as I just put the finishing touches on this month's devlog:
https://www.patreon.com/posts/september-2024-113011369?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link https://www.patreon.com/posts/september-2024-113011369?utm_m...
Basically, my rhythm-based roguelike on original NES now has a proper economy, with gold gain and shops to spend the gold in. It also now supports PAL and Dendy systems, which is especially wonky due to the different framerate, but helped a bit by this being a rhythm game. As long as the music plays at the correct tempo, the rest of the game adapts its speed and "feels" correct at the lower framerate.
Tons of work left to do, most of it pixel art (I'm learning as I go) but it's progressing quite nicely.
- Daniel_Van_Zant 2y agoWhat made you decide to build for the NES specifically at opposed to building for a fantasy console with similar restrictions but more usability like the Pico-8?
- zeta0134 2y agoFor this particular project, I was initially inspired by the way Gauntlet II draws huge fields of enemies, using the trick of placing them on the background layer. I wondered if CotN's mechanics could be imitated using that technique, and then I realized that the nature of the rhythm tracking meant I'd have more than a single hardware frame to process updates. That made the project possible at all. Separately, I enjoy the process of writing 6502 assembly and working with hardware restrictions. It's nice that I can hand someone a real cartridge, to plug into their almost 40-year old game console, and it just works. There's a certain nostalgic magic there that's thrilling in its own unique way, that a modern fantasy console just doesn't deliver on. (The Pico-8 is delightful in its own way, of course. It's a great little toolkit.)