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Former Dawn dev update! Our NES game now has new style 8-directional animations and other content: * 16-frame walk & 12-frame run cycles * 3 unique blade slash attacks * Mountain Path & Cave areas * Crog enemy type (per tradition, color indicates strength) #RPG #IndieGameDev
18,179 просмотров • 2 лет назад •via X (Twitter)
Комментарии: 11

Looks awesome! Love that exterior 😲 Will enemies have knock-back eventually? Currently it seems a little off, having to attack->run away->attack->run away etc I'm guessing the enemy AI wasn't really the point of the post though, haha. sorry! Can't wait for the Kickstarter!

Yes. Whether or not an enemy is knocked back will depend both upon the enemy type and the weapon used to attack. Implemented for Jeku only right now. However, the crazy running around here was to help show the new running cycle; was unnecessary. Could've killed them quickly.

What CPLD chip are you using for the MXM-0 mapper implementation?

We've moved on from MXM-0 to MXM-1, but the answer is the same: * For dev, we're using the EverDrive N8 Pro (therefore, the FPGA is a Cyclone IV) * For prod, the current design from INL uses the GW1N-9k FPGA.

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¿el juego de nes tendra español? Dada las limitaciones de cartucho pregunto

Sí, uno de nuestros objetivos es traducir el juego al español.

Neat

Been following dev of this project for a good bit now. Each post updating its progress leaves me speechless. Cannot wait to witness its final form.

It looks great. Is the player sprite using overlaid tiles to give more color?

Yes, among other tricks.
