I know its been a while ince I have posted anything but there is a very good reason.
I have moved my project to be an actual NES game!! weeeeee!!
So I have actually been doing a lot of work in developing tools and learning the ins and outs of the NES hardware.
Below is a peek at the asset development tool I have created. This tool is used to handle all the CHR roms, palettes, and map building.
I do not want to show the actual NES game until i get a little futher in development but its all coming together nicely.
I have the utmost admiration for people that make games on original hardware, and the NES is going really back. Hats off and godspeed, my friend.
Hey, thanks very much for saying so, you're far too kind! (For the record, it certainly doesn't feel this way to me, though I'm hoping it's just impostor syndrome).
It has to be 100% imposter syndrome, that damned reverse Dunning-Kuger, because I can't even imagine how anyone would not think this is a fully professional AA game, then I remember I'm constantly seeing the faults and cut corners in my own game that nobody else can see.
There's a story that Justin Ma (one of the two developers of FTL) told that kind of illustrates this. The FTL effect itself (the ship jumping to another sector, which in-game is shown by the camera zooming out and the ship disappearing while a sound effect plays) was originally a placeholder meant to be replaced with the final effect. But it was never, ever mentioned by playtesters as something that needed to be changed (if you've played the game, you know what I mean), so it never was. The moral of the story is that it's a good idea to give the game to other people and let them guide you on the aspects that need polish, because we're too close to the trees and their cogs and levers to see the forest.
This was an odd one to sort out, because unlike most things the costume changes were something I never considered early on. I had never really weaved any logic into the way they work, they just kinda appeared as you start a world. So after playing about with a few ideas, I've settled on this as a solution to hopefully remedy the lack of cohesion!
This is super cool and already something that your game has over KIngdom Hears games! They don't have the characters changing on every wold (just some of them), and they never show the change in real time.
Yeah, I should add configurable controls, this is something I postponed until the last moment and then found I had no time and energy left to do it. Next time it´ll be there right from the start. I´m not completely sold on having 4 independent inputs, but I´ll see if I can add both methods and let the player choose.
For the HTML version, are settings lost every time you reload it? That might be an issue if you have to reconfigure the controls every time.
BTW, another thing I didn't mention: Enter goes into the options menu, but then resets the game once you exit. I'm not sure if this is intentional, but it's a bit of a newbie trap if you do it in the middle of a game...