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Nova the Squirrel 2 (WIP)
Forum Index - Donut Plains - Creation Corner - Nova the Squirrel 2 (WIP)
Pages: « 1 »

It's finally happening! Or rather, has been happening for a few months as I've been working on this alongside my job. The first game released over a year ago and all the inspiration is coming back, and I have tons of ideas for things I want to do.

I'm writing a sequel to Nova the Squirrel on the SNES. It's open source like the previous game, and I intend on making it a lot more polished and making the graphics much fancier, taking advantage of the SNES's hardware. I also intend on having a much stronger story and making the engine more similar in capability to SMW, including slopes.

There is also a new level editor to go with it, backwards compatible with (and reusing most code from) the original game's editor, except this time supporting things like slopes and selecting multiple things at once.

ROM link for the current build if you want to try it. Yes, there are some things that haven't been implemented yet, like handling falling out of the level correctly.

I wanted to show off my progress on a Mode 7 minigame I intend to have! I actually don't really know what sorts of things are being done in other SNES homebrew, but I got the impression that this sort of stuff wasn't too common.

I'm planning for something like Blue Sphere (and will have a character running forwards as soon as I get a walk animation drawn for her), but I feel like I also want to have more puzzley sections where you aren't always running forward, and you can take your time to interact with things. As long as that doesn't push me into a trap of taking a long time to do level design because puzzles are hard to make, I suppose. It could be really cool to have like, different missions where different rules are in place for each one, and I think I could do a lot with this.

I'm finally adding in attacking! I'm really proud of the twirl I drew and how smooth it is. I'll probably have a few different attack animations this time for different abilities, especially since I can easily afford to. Honestly I think main character animations are important enough that it's completely reasonable to dedicate a few banks to it.

Edit: Here's a build so I can get feedback on a control scheme I'm trying out. I do not want the same button to be used for both attacking and running, and I feel like Kirby-style running may feel out of place in a game that has more Mario-style platforming. So instead, how about moving the attack button to R? I made it available with X and A too because why not.

Download

Looking awesome!
Putting sprites that interact with the rotation looks hard to do. Nintendo itself used DSP-1 on SMK for that.
But a lot of games could do that, so I think is just a little tricky.

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Maxwel’s cool and lazy, he’s still learnin’
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My hack!

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Originally posted by MaxwelHacks
Looking awesome!
Putting sprites that interact with the rotation looks hard to do. Nintendo itself used DSP-1 on SMK for that.
But a lot of games could do that, so I think is just a little tricky.

I don't think I'm going to put sprites on my mode 7 levels, because it seems like it'd be really complicated to calculate where to draw them and I'd need to have them at different scales. I'm gonna see what I can do with just the background and a player.

I haven't updated this in awhile because it seemed like it wasn't getting any attention, but here's some stuff:


Some decorations


The inventory screen! It's gonna need some sort of background.


An overworld I've mocked up; I've got it mostly in the game by now aside from paths and level markers. It uses a lot of sprites for decorations on top of the level.
Pages: « 1 »
Forum Index - Donut Plains - Creation Corner - Nova the Squirrel 2 (WIP)

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