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Homebrew Project Blue - nesdev compo edition Homebrew available for download

Aug 13, 2018 at 8:40:18 AM
neodolphino (179)
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(Justin ) < Ridley Wrangler >
Posts: 2565 - Joined: 09/25/2013
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Originally posted by: FrankenGraphics

NEWS UPDATE

The game will have to wait a little bit longer before we can launch it on kickstarter. We're aiming for a launch in February 2019, if nothing unexpected throws itself in our way.
The software itself may very well be more or less complete in time for PRGE, but we want to do everything right. That includes:
-Giving the label, box and manual the amount of design and care they deserve.
-Figuring out the exact logistics (it's our first self-publication of a game, after all).
-Give our manual illustrations and box cover artist M-Tee a better opportunity to evaluate the full contents of the game in action.
-Make the campaign itself as robust as possible.
-Present a finished game right at launch - no loose ends. 
-Not sitting on a pile of other peoples' money for too long. We aim at ordering all of the manufacture as soon as the campaign has successfully ended so you guys will have the game in your hands not long after the fact.

Sounds great! Thanks for the update.  

Oct 17, 2018 at 1:04:34 PM
FrankenGraphics (3)
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< Crack Trooper >
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Hey guys! 

If you go to PRGE this weekend,  be sure to swing by infiniteNESlives' booth. The second level and maybe a sneak peek on level 3 will be showcased. I won't be able to attend but Toggleswitch (the programmer) will be there. 

It's pretty much functionally in place, give or take some difficulty tune-ups and some room for visual improvements. 
 

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http://www.frankengraphics.com/ - personal NES homebrew blog

Oct 17, 2018 at 1:07:17 PM
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Gloves (110)
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(Douglas Glover) < Wiz's Mom >
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Man I wish there were things like PRGE here in Toronto. All the cool conventions are in America.  

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Oct 17, 2018 at 11:17:58 PM
NESHomebrew (21)
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(Brad Bateman - Strange Brew Games) < King Solomon >
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Originally posted by: Gloves

Man I wish there were things like PRGE here in Toronto. All the cool conventions are in America.  
Try being from Saskatchewan  

Feb 02 at 7:46:23 AM
FrankenGraphics (3)
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< Crack Trooper >
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Good news! All the programming is done, and the feature set thereby locked in. My next update will be in a new thread, and it will contain campaign and release info for sure.

We're still working hard on level design and campaign materials, but it's a downhill slide from here. 

Here's some sneak peeks:


(sprites not shown above, i don't want to spoil too much)


(this last three is from the editor view and last one the room i happened to be working on when posting - the blue thin lines indicate the inWater hitbox variables and are not seen in the game).

There's normal and hard mode. Hard mode actually changes the layout of the levels a bit, not just makes enemies generically harder. It's all about terrain and positions.

 -but wait, there is more! There's also a "custom" game mode slot which loads in a user-created set of up to 4 levels, provided you've patched one such mod in to the ROM file or cartridge. We will release a level editor with a built-in patcher for your convenience.   

That's all for now. 


Ps. 
I think we've got a clear picture on how we want to structure the campaign already, but let me know if there's any add-ons, tiers or whatever that you'd really like to see. I won't promise anything on that front (while we have some things in mind already, the game itself and its viability is the most important thing) but input is always welcome. 




 

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http://www.frankengraphics.com/ - personal NES homebrew blog


Edited: 02/02/2019 at 08:40 AM by FrankenGraphics

Feb 02 at 8:16:24 AM
SoleGooseProductions (129)
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(Beau ) < King Solomon >
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Very neat! Can't wait for the release.

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"The light that burns twice as bright burns half as long..." ~ Blade Runner

SoleGooseProductions.com


Feb 02 at 1:09:20 PM
Scrobins09 (8)
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(Sean ) < Eggplant Wizard >
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Ready to mark my calendar for the release!

Feb 08 at 9:25:21 PM
NESHomebrew (21)
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(Brad Bateman - Strange Brew Games) < King Solomon >
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Looks great, I saw the map shot on instagram..... just wow.

Feb 11 at 9:27:49 PM
WaverBoy (1)

(Jeff Nelson) < Eggplant Wizard >
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I'm in for this one!

Feb 11 at 9:29:10 PM
Fleck586 (155)
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(Jason Fleck) < Lolo Lord >
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Looks awesome!

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"I'm sorry Bruce.  These boys get that syrup in 'em and they get all antsy in their pantsies."

Feb 12 at 8:34:03 AM
FrankenGraphics (3)
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< Crack Trooper >
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Originally posted by: NESHomebrew

Looks great, I saw the map shot on instagram..... just wow.

Thanks! I've essentially worked full time on the level design for the last months' time, putting my livelyhood on after hours - so i'm glad that it shows, haha. We're using 2 tiers of dictionary compression for the levels which is great for conserving space, but makes the level design and decoration processes unweildy past a certain degree of detail, especially when the maps are big.*

Currently bringing the first map up to snuff with the rest. Halfway through the process. More graphical details are inbound. 


The original levels were made to fit the nesdev compo size restrictions, and the final feature set for the level format was still a bit nebulous when i drew the tiles and mockups and even my first in-game rooms. On top of that, i was not familiar enough with this compression model and thought it showed too much at this point. So i'm fixing that; increasing colour count and detail where i can now that i'm at home with how we ended up defining levels. 


*For any of you interested in adding your own user levels with the level editor we'll provide, i recommend making smaller courses (maybe 10-45 rooms per map, as opposed to the full 64 per map) on your first try as that will provide headroom and freedom of editing one thing without breaking another.   Then again a lot of the time can be shaved away simply by using the current level assets as building blocks and presets to base your designs off on. That should make level design a breeze compared to starting from scratch. 
 

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http://www.frankengraphics.com/ - personal NES homebrew blog


Edited: 02/12/2019 at 09:47 AM by FrankenGraphics

Feb 19 at 7:25:19 AM
FrankenGraphics (3)
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< Crack Trooper >
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map 1 retouch is like 98% done.

Just going over the final map and the hard difficulty variant at this point.

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http://www.frankengraphics.com/ - personal NES homebrew blog

Sep 03 at 10:33:53 AM
FrankenGraphics (3)
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< Crack Trooper >
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Soo.. haha, we missed the mark by about a whole year (remember how the nesdev compo entry said we'd have a full version done by fall 2018?).
Instead, things have slowly simmered under a lid throughout spring and summer.

Good news is:
-it's going to be even more polished than we set out to make it in the end.
-we'll have a desk at PRGE this year. At least Donny will be there.
-We're planning on having the KS live by at least then.
-cartridge production will roll as soon as the campaign is finished.

I'm dripping out little sneak peek videos now and then on twitter (@FrankenGraphics)

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http://www.frankengraphics.com/ - personal NES homebrew blog

Sep 03 at 10:52:59 AM
Zezzler (1)
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(Jesse Sesler) < Little Mac >
Posts: 77 - Joined: 10/11/2017
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I've absolutely loved everything you keep posting via twitter. I definitely went from a "This looks cool" mentality to a "I need to play this NOW" haha!

Please keep those 'sneak peeks' coming -- I can't get enough of them  

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 @Zezzler   JammingGames    Zezzler   NES Collection

Oct 16 at 7:57:11 PM
toggle switch (0)
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< Cherub >
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FYI

we are planning to set the kickstarter live tomorrow at 10AM EST

https://www.kickstarter.com/projects/nesgame/project-blue


Edited: 10/16/2019 at 08:17 PM by toggle switch

Oct 16 at 9:40:21 PM
JamesRobot (22)
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(JamsGobot ) < King Solomon >
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Damn! Lotta good projects putting the hurt on my wallet lately. Will def support. Really enjoyed the nesdev entry.

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Oct 17 at 12:48:36 AM
Mugi (0)
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< Cherub >
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Originally posted by: toggle switch

FYI

we are planning to set the kickstarter live tomorrow at 10AM EST

https://www.kickstarter.com/projects/nesgame/project-blue