On the GameFAQs NES message board, someone suggested that we design a NES game. At first it was all fun and games throwing ideas out there, but now I can't get the stupid thing out of my head and want to actually MAKE it. The thing is, I'm very busy with my main other project so I can't devote all the time to make it myself.
What I will do
I will do all the graphics and spritework. I've already started it. Since I loathe animation and am already steeped in it for "project X" I don't plan on most sprites having more than 2 frames of animation (true NES stuff, thankfully). I'll be in charge of overall gameplay design ideas. I will co-ordinate the project, and have the ultimate final say. I will distribute the game freely through my DXF Games website when it's finished, and absolutely share credit with everyone involved.
Who do I need?
I really need someone to do the codework. It doesn't have to be amazingly complex at all. The main game's levels will be a 2d sidscrolling platform job. The hero(es) need to have alterable jump height and fire unlimited projectiles at an alterable distance. The heroes and enemies I've made are all of the 32 x 32 variety. I am guessing the game will run in a 320 x 240 resolution (like the NES). If you can also get it to run in both windowed and full screen that would be awesome. If it's possible to have 2 player simultaneous play that would rock. The game must support a joypad.
I also need someone to do the music, in midi or mod format (it doesn't matter, as long as it is uniform throughout). I'm looking for NES-ish upbeat music that is original and not taken from some website that already has a bunch of them (like Lyle in Cube Sector did, for example). If you can somehow make actual chip tunes that sound like they'd belong on the NES, that'd be GREAT! I don't know how to do this myself.
**
Synopsis and Story (trying to keep with how an actual NES game might say it):
The millipede armies have sickened of humans constantly squashing them!
For them, it is a time of action!
And the action is for their mech technologies!!
Two caterpillars from the garden are the humans' friend
They grab katana and uzi and prepare themselves..
Prepare to tackle the millepede armies face on!!
They are the splaterpillars!!
In keeping with some true NES-isms, we're throwing out some of these ideas of what we want-
Everything blows up when destroyed
Engrish in full effect
NOA-style sensoring all around
Two Frame animations!
NES-style upbeat music
Cutscenes with melodrama galore (a'la Ninja Gaiden's widescreen deals)
2d Side scrolling
Possibly a few overhead levels
A snail mech boss
A level where giant people's shoes attempt to stomp the splatterpillars to death
insects that ride in larger mech versions of themselves
Enemy type 1 - goes left and right, falling off edges, no AI
Enemy type 2 - Stays in one places and shoots (snail?)
Enemy type 3 - flies around (dragonfly, mosquito)
**
Players (alternating 2 player or if possible 2 player simultaneous action)
The Garden
The Shrubs
The Woods
The Weeds
The Hole
The Base
Each caterpillar has 3 HP (hearts?). Defeated enemies can drop a 1 HP refill sometimes. Players have 3 lives to start with. There's a boss at the end of each level. Maybe one or two levels will be from an overhead view?
Power-ups (All temporary, except the extra guy):
Sneakers- Faster Move
Slinky- Higher jump
Boxing Glove- Extra Attack
Shield- Extra Defense
Star- Invincible
"S" symbol- Extra guy
Vegetables- Eat these to regain POW (power)
***
MOVES-
Button 1: Regular Attack
Button 2: Super Attack (Requires POW)
Up: Jump
Arrows / Left and Right: Move left or right
**
So anyhow, that's my copy and paste of random ideas I thought of today, added with those that I think will work from the fellow GameFAQians. This is how Hasslevania got started too, so I have hope for Splatterpillars.
I'm not a lazy ass, I just don't have enough time to do all of these things myself whilst still working hard on the big project. Any help would be appreciated.
I've made a mock-up of what I had in mind-
EDIT: I forgot to mention I only have MMF1.5 so it'd have to be made in MMF1.5 too.
Edited by the Author.
--
"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
I should have my sis paint some cheezy box art. Although, she's got enough project requests from me right now. I would sign on, since this isn't too complicated looking, but I've already overlooked that many times and now have way too many things on my plate.
Ah yes, well I was only coping it actually from somewhere else. What the hell does it mean anyways?
P.S: This doesn't look like it's going to get off the ground, which although not earth-shattering it's a little disappointing. Hard to get a group around here I suppose?
--
"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
I went through a phase of trying to give my games Japanese names because I thought they looked more "authentic" and Japanesey, but now I think it's best just to give it and English title if you're not Japanese, lol.
You mean, engrish's rong rost nefew? I write whole retter about this thing to aunt, she think it be very funny. And now, the perfect Japoneze emoticon:
Originally Posted by Phizzy でんせつ, it's romanised as densetsu and means legend in the context you seem to be using it. It might seem kewl to do bad Japanese, but it's NOT. At least write splatterpillars in a way that can be expressed in a Japanese syllabary. I suggest スポラターピラズ (suporataapirazu) or just write it in English.
No, I've changed my mind, just don't do this at all.
Thanks for the translation Phizzy, yeah this isn't getting made afterall.
--
"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
I dont think it matters what you call it del, use whatever language you want. its only a name. Just because you don speak Jap doesnt mean you cant use their words.
Phizzy - I cant see why somone would accuse somone of thinking its "kewl" to use this sort of name. I cant see how it makes a difference to you or anyone else, Plus this sort of technique is used all the time.
Lol, I hate it when foriegners pretend to speak a language they can't. I speak perfect Malay, and every time I see cartoons, documentaries, or crazy security guards in Hitman do it, it makes me wince.
On the other hand, Engrish can be damn funny. "Horny goat weed" has to be the best Engrish translation ever
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
Originally Posted by Captain Andyman I'm pretty sure the Nes runs at much lower than 320x240.
Also (despite those being mockups) you're using far too many colours. 48 actually.
You're right Andy.
The NES runs at a 256x224 resolution. It has 4 palettes of 4 colors for the background, all these share the same first color. Each 16x16 tile can use one of those palettes.
There are also 4 palettes of 3 colors each for the sprites. Each sprite can use any of these 3 palettes. If you need more colors on a sprite you can overlay two sprites with different palettes. The Megaman series does this. Note that you can never have more than 8 sprites on the same line!
- Ok, you must admit that was the most creative cussing this site have ever seen -
But the important thing for a click game is the colours really, to get that Nes/Famicom look. You can probably get away with 324x240 screen size though, or you might want to make a fake border.