Inversion Trailer

Inversion Trailer
by on (#103343)
(Note:the name of topic will be changed after release of the game.)

My new game for NES, Inversion, should be released in next two weeks.
Official YT trailer.
Any thoughts?

Edit:
It's out.Download it here.
Re: Inversion Trailer
by on (#103345)
Is this an NES demake of Namco's similarly titled third-person shooter?
Re: Inversion Trailer
by on (#103346)
Erm, no. It's not a remake\demake of any sort.
Title is just a Coincidence. Also, I never heard about the game before.
Re: Inversion Trailer
by on (#103350)
Looks nice! It is actually remarkably similar to a GameBoy game named "CaDa":

ImageImageImageImage

In CaDa, you have to reverse your polarity in order to pick up the right charged balls, and your polarity affects which springboxes, etc, you can use.
Re: Inversion Trailer
by on (#103358)
Reminds me of VVVVVV a bit. I like the monochromatic style, as well as your logo and music. Cool stuff.
Re: Inversion Trailer
by on (#103364)
Let's see: After MetalStorm, I Wanna Flip the Sky, and Streemerz, it appears eVVVVVVerybody loVVVVVVes this mechanic.
Re: Inversion Trailer
by on (#103369)
Looks like a mashup of several different game mechanics, cool!

Are there sound effects in the game, or did you cut them out of the video? For a trailer I made I recorded all the gameplay footage with music temporarily disabled and then mixed the sound effects with the music later.
Re: Inversion Trailer
by on (#103382)
If this game was inspirated by something(unconsciously), it was by Alter Ego. I wanted to create as fun as Alter Ego where you can do "something"(back then, I had no idea what) limited times.
Quote:
Looks like a mashup of several different game mechanics, cool!

Thanks! The trailer don't show everything, there's a little more ;)
Quote:
Are there sound effects in the game, or did you cut them out of the video? For a trailer I made I recorded all the gameplay footage with music temporarily disabled and then mixed the sound effects with the music later.

At first, there was some (very) poor sound effects, but I decided to get rid of them. I broke music flow(no technicaly, I just sounded not so nice to break music so often with sound effect).
After that, I switched to Famitracker engine(I used FamiTone earlier).

Quote:
In CaDa, you have to reverse your polarity in order to pick up the right charged balls, and your polarity affects which springboxes, etc, you can use.

Nevre played CaDa, but now I'm going to, thanks! :)
Re: Inversion Trailer
by on (#103384)
Denine wrote:
At first, there was some (very) poor sound effects, but I decided to get rid of them. I broke music flow(no technicaly, I just sounded not so nice to break music so often with sound effect).

Then perhaps what you need to do is limit your music to triangle and pulse 2 channels, using pulse 1 only for easily missed effects such as 2-channel echo. Then you can do like Super Mario Galaxy does with some of its sound effects: change the notes to fit the current chord. Or you can do like Lumines and Meteos: delay certain sound effects until the next eighth note so that they sound like part of the music.

ccovell wrote:
In CaDa, you have to reverse your polarity in order to pick up the right charged balls, and your polarity affects which springboxes, etc, you can use.

So like Ikaruga if it were a platformer instead of a bullet hell shooter.

Why do I mention other games that use similar elements? One advantage of being aware of these other games is that if you can show that these elements are tropes, rather than something distinctive to one game, you're less likely to get sued for copying too much.
Re: Inversion Trailer
by on (#103475)
Thanks for suggestions, tepples. I may try to do something with sound effects, if there's enough time after tests.
Quote:
Why do I mention other games that use similar elements? One advantage of being aware of these other games is that if you can show that these elements are tropes, rather than something distinctive to one game, you're less likely to get sued for copying too much.

Yeah, thanks :D I was ignorant to think that I thought totally original concept for a game. It's really hard nowadays.
Re: Inversion Trailer
by on (#104572)
Wasn't this supposed to be released already? :)
Re: Inversion Trailer
by on (#104614)
Yes, but unfortunely, one guy chenged his mind about permission to use his music in the game(2 files, actualy). He gave me no excuse why.
I have already found another one. However, he send me a extra, third, music file and said that if I find it interesting, then I can use it in the game.
The thing is...I really like it! So I decided to delay release of the game(which was already too late) and add extra world with extra music.
I need to..."make" some space by opimizing the code, and optimizing data. I love this stuff.
So, if anywaone's still interested...I guess the new release date is somewhere near christmas.

Sorry about all this, but it really is not my fault :|
I really belived that Inversion can get released at 06.12.
Re: Inversion Trailer
by on (#105992)
Cool! I liked the video. The music was great!I like the idea for the game mechanics. Looking forward to trying it.
Re: Inversion Trailer
by on (#106142)
I hope you are still working on the game :)
Re: Inversion Trailer
by on (#112484)
Long time no posting here :D
I just got a message from Zelex-Inversion is from now on EMUya.
It can be exclusively played there completely for free.
ROM will be released to the internet later-15.07.2013 at "Famicon 5" event. But for now, it's exclusive for EMUya.

Have fun, EMUya players. :)
Re: Inversion Trailer
by on (#112486)
This game is awesome :) So much fun!
Re: Inversion Trailer
by on (#115385)
Inversion is public from today now.
You can grab it from here.
Check out readme.txt for basic instructions.
Let me know if you find any bug.
Re: Inversion Trailer
by on (#115389)
Great game! =D
Re: Inversion Trailer
by on (#115392)
Hey, you finished it! Congratulations!
Re: Inversion Trailer
by on (#115397)
Pretty cool, but I find the grayscale palette confusing as hell. I's very hard for me to tell what's solid and what's not...
Re: Inversion Trailer
by on (#115403)
Can you add the difficulty mode that has timer and unlimited lives?

I did find some bug when a projectile hits you at the edge of the screen it won't hurt you. Also, the documentation doesn't seems to mention to activate the switch (although I figured it out).

But, it is good game.
Re: Inversion Trailer
by on (#115405)
Pretty good! Only SUPER annoying thing (as 2 menus and 1 level in) is how it says "PRESS START", WHY DOES IT NEED TO BE START? Make it check every button that CAN/USUALLY is used to advance, AKA A button. It's so annoying to HAVE to start a game with A, as the START button is used for that.
Re: Inversion Trailer
by on (#115410)
3gengames wrote:
Only SUPER annoying thing (as 2 menus and 1 level in) is how it says "PRESS START", WHY DOES IT NEED TO BE START? Make it check every button that CAN/USUALLY is used to advance, AKA A button.

What I found weird is that some menus only accept A, while others only accept START. This inconsistency is the most annoying thing about the menus IMO. I agree that the best would be to have them all accept both A and START.
Re: Inversion Trailer
by on (#115416)
Some games accept only Start to submit the title screen because historically, arcade games had separate start buttons.

Some games do different things for A and Start. Tetris for Game Boy and NES, for example, has A to switch among controls in a form and Start to submit the form. They differ in what they do when A is pressed on the last control: NES wraps around to the first control, while Game Boy submits.

In cut scenes, Thwaite uses A to go to next screen and Start to skip. In Practice mode, it uses a point-and-click model where A activates the item under the cursor, Start begins a game, and A also begins a game if the cursor is on (Play).

Other games involve A in a command to be entered on the title screen. Super Mario Bros. lets the player hold A + Start to start from the previous world. Contra lets the player press ↑ ↑ ↓ ↓ ← → ← → B A to add lives, and Teenage Mutant Ninja Turtles II has its own extend code that Nintendo Power infamously flubbed up when it was first printed.
Re: Inversion Trailer
by on (#115429)
Thank you all for your opinions.
I was seriously concerned if the game is good enough to be showed.

@tokumaru
I'm not sure how to make grayscaled palette better :\ There was also another guy who claimed to have actual color blindness and have huge problem with recognizing solid and non-solid ground.
When I think about it...maybe you people are right.
I'll wait a couple of days before releasing final version(in case some nasty game bugs surface).

How this sounds:

Language selection: Accepts both A and START
Title screen: Accepts START only
Main menu: Accepts both A and START
Password screen: Accepts both A and START for submitting password
New World screen: Accepts START only
"READY" countdown can be skipped with START and B button(in current build only start, but I'll add B)

Or maybe I should make everything accepts both A and START, bespite of "PRESS START" message? I would be a little strange...
Re: Inversion Trailer
by on (#115431)
The NES PPU has six usably distinct brightness levels: 0.00, 0.20, 0.40, 0.70, 0.85, and 1.00. If you want to make a game playable on a black-and-white TV, make sure no two things with the same brightness level are next to each other.
  • 0.00: Black ($1D, $xE, $xF)
  • 0.20: Dark colors ($01-$0C)
  • 0.40: Medium colors ($11-$1C), dark gray ($00)
  • 0.70: Light colors ($21-$2C), light gray ($10)
  • 0.85: Pale colors ($31-$3C)
  • 1.00: White ($20, $30)
Re: Inversion Trailer
by on (#115434)
Denine wrote:
Language selection: Accepts both A and START
Title screen: Accepts START only
Main menu: Accepts both A and START
Password screen: Accepts both A and START for submitting password
New World screen: Accepts START only
"READY" countdown can be skipped with START and B button(in current build only start, but I'll add B)
Yes this is fine, I think. Another possible thing is that on some menus you might make SELECT to move the cursor (if moved past the bottom, it move back to the top) like many NES/Famicom games does. I also think there are too many menus before the game will start (the menu that says nothing except "PRESS START" isn't needed).

Another thing you could do if you want is provide Game Genie codes for skipping the language selection menu.

I do like this game and think is good game, though.
Re: Inversion Trailer
by on (#115451)
Denine wrote:
How this sounds:

Language selection: Accepts both A and START
Title screen: Accepts START only
Main menu: Accepts both A and START
Password screen: Accepts both A and START for submitting password
New World screen: Accepts START only
"READY" countdown can be skipped with START and B button(in current build only start, but I'll add B)

Or maybe I should make everything accepts both A and START, bespite of "PRESS START" message? I would be a little strange...


Just make them do both. Only reason not to have A and Start be the same button (Since I is for advancing through 90% of menus.) would be where you need both. I mean, when start is the only button to press, why not have A work too? If the first button I pressed when it said "Press Start" since I usually finish menus and exit/start the game again by pressing A. But also, the select to move the cursor on menus, 100% agreed. It's what I tried at first too, just didn't think it was as big of a design flaw. But yeah, it took me a while to figure out if my controls were set up right because I pressed what works for most games and the menus are all different, so it was always a different key, so I thought my emu was broken, as it was the first game I tested with it. :P
Re: Inversion Trailer
by on (#115463)
Denine wrote:
You can grab it from here.

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Re: Inversion Trailer
by on (#115491)
I think it's OK to accept just Start on screens where you explicitly say "PRESS START".
Re: Inversion Trailer
by on (#115621)
New version available.
Get it by Clicking here
Changes:
Quote:
24-07-2013 Final release.
-Got rid of "Press start" and "Language select" menus.
-Main menu accepts both A and start.
-Select can be used to cycle between Menu options.
-Wrap around added to main menu.
-Title logo moved 16 pixels upwards.
-Added new option in Main menu: Language selection.
-Exiting Password menu will not reset arrow of Main menu.
-Changed "Press start" at "World introduction" screen to "Good luck".
-World Introduction screen can be skipped by pressing either Start or A button.
-"ready" countdown can be skipped by pressing either B button or Start.
-Added new special password-"0038".
-Added "Special passwords" section in Readme.txt

Also, first post has been updated with the game link.

zzo38 wrote:
Can you add the difficulty mode that has timer and unlimited lives?

I added new password, adding new difficulty makes not much sense to me.
And I left projecticles the way they are. There's hardly any harm in it.
Re: Inversion Trailer
by on (#115639)
In your new 2013-07-24 version: From the menu, if you hold the START or A button slightly too long, it will skip the next screen. Consider waiting for the button to be released before checking if it's down again.

(For example, if you start the game, but hold the START button slightly too long, you skip over the level title screen. If you try to go to the password screen, but hold the A button slightly too long, it will start the game with the default password.)
Re: Inversion Trailer
by on (#115665)
Ah, thank you for pointing it out. Fixed.