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Zelda like A-RPG prototype

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This should be kind of a devlog about my very first 6502 project.
My initial plan was to do a Final Fantasy Legend (Mystic Quest in Europe) "clone" on the NES, but for my first project I soon dismissed the idea to deal with scrolling, and I also decided that a full-fledged RPG system with experience points, level-ups, and so on, is also too complex for a first game prototype.
So I instead go for a Zelda like action RPG without Scrolling, only with Screen Swap.

I went twice through Pikumas (Pikuma.com) 6502 NES Course, and it helped Me a lot to learn the 6502 basics, and also some coding techniques for my own code.
As a side note regarding Assets:
The tileset I am using comes from the NESMakers Adventure Tutorial, but I added also quite a lot own sprites and tiles to the CHR (like bombs, bomb explosion, lightning animation for special attack, enemy die animation, and more).
I did only have a very short look into NESMaker, and although I like the application and what it offers, I very soon noticed that if I want to do something which is not included in the standard modules/scripts I would need to heavily use/modify the scripts, and I could not figure out how the whole code of NESMaker is build up.
So I went back to plain 6502 Assembler code and trying to do it with my own code.

Also the one music track in the current version of the game is from Pikumas course, the sound effects are made by Myself (they all sound horrible :lol: ). I have absolutely no plans to publish this project or do any commercial. This is only for learning purposes.

Short Manual of the current version of my Prototype:
Button A: Attacking with the Sword (if picked up Sword already)
Button B: Using bombs (only if picked up bombs, and qty > 0)
Button Select: Activate Smartbomb like Specialattack (only if SP Meter is full and color turns to red)

On the 2nd screen there three cracked blocks which can be bombed away. The background collision check with the bomb explosion is not that accurate though. Bombs needs to be placed very near to the blocks, and if the bomb is placed on the right bottom side, it will most likely not recognize any collision (this is something I definitely have to redo).

Currently there are only 3 rooms. So not much to do. This is in it's current version only a very simple prototype.
Sometimes there are bugs or the game is freezing completely, I couldn't yet find out why or when exactly this is happening.

Thanks to @tokumaru
He helped Me to get Background Collision implemented (Newbie Helpcenter)
Screen01.png

SpecialAtck.png

ARPG.7z

ARPG.nes

Statistics: Posted by NEStor — Tue Oct 22, 2024 6:54 am — Replies 0 — Views 108



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