Post subject: Luigi and the Quest for Nothing - Enhanced
Posted: Fri Jun 28, 2013 9:00 pm
I Have Returned®
(some of these screenshots are old, and now updated in the game)
LUIGI and the QUEST for NOTHING! A game with a pretty unique objective which is to find nothing. In which the main protagonist is no more, and no less, than Luigi! (Because it's Luigi's Year) And the antagonist... well. I won't spoil.
There is even more than these screenshots can tell you. But well, it's not a long game. There are just 8 levels, but I'm sure you will like it.
(some of these screenshots are old, and now updated in the game)
[img]http://i.imgur.com/aiPHJ9B.png[/img] [img]http://i.imgur.com/y2qUjAr.png[/img]
[img]http://i.imgur.com/AxmoZ9b.png[/img] [img]http://i.imgur.com/Rm5xjV3.png[/img]
[img]http://i.imgur.com/gFTTdpn.png[/img] [img]http://i.imgur.com/OBeNmTw.png[/img]
[img]http://i.imgur.com/bSCnq3V.png[/img] [img]http://i.imgur.com/IZGViGY.png[/img]
[img]http://i.imgur.com/hhRul78.png[/img] [img]http://i.imgur.com/dYE6q12.png[/img]
[img]http://i.imgur.com/8tNfP7Z.png[/img]
LUIGI and the QUEST for NOTHING!
A game with a pretty unique objective which is to find nothing.
In which the main protagonist is no more, and no less, than Luigi!
(Because it's Luigi's Year)
And the antagonist... well. I won't spoil.
There is even more than these screenshots can tell you.
But well, it's not a long game. There are just 8 levels, but I'm sure you will like it.
DOWNLOAD CENTER:
Luigi and the Quest for Nothing:
http://www.mfgg.net/?act=resdb¶m=02&c=2&id=29250
Luigi and the Quest for Nothing - Enhanced:
[NO DOWNLOADS YET]
This is the music pack for the full version, while the full version contains music files, the below packs have
better quality:
http://www.mediafire.com/download/s3kly7lof98x0el/LATQFN_Music1.zip
http://www.mediafire.com/download/16uk6bdfm7373xx/LATQFN_Music2.zip
Support it:
[img]http://i.imgur.com/dQ83z1N.png[/img]
[code][url=http://phpbb.mfgg.net/viewtopic.php?f=8&t=14704][img]http://i.imgur.com/dQ83z1N.png[/img][/url][/code]
That's it :cool:
Last edited by LuNiney on Thu Sep 05, 2013 9:47 pm, edited 3 times in total. _________________
Some neat display, but I'm not too fond of small clashing elements. Though, keep the 8-bit style.
I guess he means the screenshots down there, on the right. But I guess you mean these screenshots to compare enemies with another enemies from anothergame...
[quote="supernova"]Some neat display, but I'm not too fond of small clashing elements. Though, keep the 8-bit style.[/quote]
I guess he means the screenshots down there, on the right.
But I guess you mean these screenshots to compare enemies with another enemies from anothergame...
Or he could just edit the picture and removes the outlines.
That's actually what I meant, I didn't mean to remove the sprite itself, I'm sorry
[quote="LSF Games"]Or he could just edit the picture and removes the outlines.[/quote]
That's actually what I meant, I didn't mean to remove the sprite itself, I'm sorry :whoops:
Not to mention, the poll is to vote if you want (when I release the final version) to create another edition of the game with a different style. Not to change the style of the current game. Just a reminder
Hm. Just what I thought.
Hang on a second.
...
[img]http://i.imgur.com/IsXa0jh.gif[/img]
Better now? :)
I plan to "unoutline" other stuff as well
EDIT:
[img]http://i.imgur.com/rq7higi.gif[/img]
Not to mention, the poll is to vote if you want (when I release the final version)
to create [b]another edition of the game with a different style.[/b]
Not to change the style of the current game.
Just a reminder ;)
Looks way better, but there's an 8 color rule for 8-bit games. You should recolor the enemy's green color with Luigi's green color.
Well, that's ok... but, I didn't say this was intended to imitate the NES, I just said it was 8-bitish, but if you want... (And I thought it was a "3 color" rule but I think you're talking about NPCs...) The Green I used was from the original LT game
[quote="WreckingGoomba"]Looks way better, but there's an 8 color rule for 8-bit games. You should recolor the enemy's green color with Luigi's green color.[/quote]
Well, that's ok... but, I didn't say this was intended to imitate the NES, I just said it was 8-bit[i]ish[/i], but if you want...
(And I thought it was a "3 color" rule but I think you're talking about NPCs...)
The Green I used was from the original LT game
Looks way better, but there's an 8 color rule for 8-bit games. You should recolor the enemy's green color with Luigi's green color.
Well, that's ok... but, I didn't say this was intended to imitate the NES, I just said it was 8-bitish, but if you want... (And I thought it was a "3 color" rule but I think you're talking about NPCs...) The Green I used was from the original LT game
With the 8 color rule I meant there can be at most 8 different colors on the screen. But if you don't want to go for it, no problem, it can still look like 8-bit.
[quote="lu9"][quote="WreckingGoomba"]Looks way better, but there's an 8 color rule for 8-bit games. You should recolor the enemy's green color with Luigi's green color.[/quote]
Well, that's ok... but, I didn't say this was intended to imitate the NES, I just said it was 8-bit[i]ish[/i], but if you want...
(And I thought it was a "3 color" rule but I think you're talking about NPCs...)
The Green I used was from the original LT game[/quote]
With the 8 color rule I meant there can be at most 8 different colors on the screen. But if you don't want to go for it, no problem, it can still look like 8-bit.
With the 8 color rule I meant there can be at most 8 different colors on the screen. But if you don't want to go for it, no problem, it can still look like 8-bit.
That's absolutely not true. Where'd you get that idea from?
[quote="WreckingGoomba"]With the 8 color rule I meant there can be at most 8 different colors on the screen. But if you don't want to go for it, no problem, it can still look like 8-bit.[/quote]
That's absolutely not true. Where'd you get that idea from?
Looks way better, but there's an 8 color rule for 8-bit games. You should recolor the enemy's green color with Luigi's green color.
Well, that's ok... but, I didn't say this was intended to imitate the NES, I just said it was 8-bitish, but if you want... (And I thought it was a "3 color" rule but I think you're talking about NPCs...) The Green I used was from the original LT game
With the 8 color rule I meant there can be at most 8 different colors on the screen. But if you don't want to go for it, no problem, it can still look like 8-bit.
[quote="[url=http://phpbb.mfgg.net/viewtopic.php?p=382829#p382829]WreckingGoomba[/url]"][quote="lu9"][quote="WreckingGoomba"]Looks way better, but there's an 8 color rule for 8-bit games. You should recolor the enemy's green color with Luigi's green color.[/quote]
Well, that's ok... but, I didn't say this was intended to imitate the NES, I just said it was 8-bit[i]ish[/i], but if you want...
(And I thought it was a "3 color" rule but I think you're talking about NPCs...)
The Green I used was from the original LT game[/quote]
With the 8 color rule I meant there can be at most 8 different colors on the screen. But if you don't want to go for it, no problem, it can still look like 8-bit.[/quote]
[url=http://cache.tokyotimes.com/wp-content/blogs.dir/3/files/2013/02/supermario31.jpg]Only eight colours at a time, huh?[/url]
Falcon Punch is the result of the Sun heating fists. It drives the Blue Falcon. Heating causes destruction of water into the pain, where it then hurts, creating rain. Rain creates flowing water in tears, which can then be converted into other forms through more pain.
The NES uses a custom-made Picture Processing Unit (PPU) developed by Ricoh. The version of the processor used in NTSC models of the console, named the RP2C02, operates at 5.37 MHz, while the version used in PAL models, named the RP2C07, operates at 5.32 MHz.[64] Both the RP2C02 and RP2C07 output composite video.[63] Special versions of the NES's hardware designed for use in video arcades use other variations of the PPU. The PlayChoice-10 uses the RP2C03, which runs at 5.37 MHz and outputs RGB video at NTSC frequencies. Two different variations were used for Nintendo Vs. Series hardware: the RP2C04 and the RP2C05. Both of these operate at 5.37 MHz and output RGB video at NTSC frequencies. Additionally, both use irregular palettes to prevent easy ROM swapping of games.[65]
All variations of the PPU feature 2 KiB of video RAM, 256 bytes of on-die "object attribute memory" (OAM) to store the positions, colors, and tile indices of up to 64 sprites on the screen, and 28 bytes of on-die palette RAM to allow selection of background and sprite colors. This memory is stored on separate buses internal to the PPU. The console's 2 KiB of onboard RAM may be used for tile maps and attributes on the NES board and 8 KiB of tile pattern ROM or RAM may be included on a cartridge. Using bank switching, virtually any amount of additional cartridge memory can be used, limited only by manufacturing costs.[63]
The system has an available color palette of 48 colors and 6 grays. Red, green and blue can be individually darkened at specific screen regions using carefully timed code. Up to 25 simultaneous colors may be used without writing new values mid-frame: a background color, four sets of three tile colors and four sets of three sprite colors. This total does not include color de-emphasis.[63] The NES palette is based on NTSC rather than RGB values. Normally, every group of four tiles (in a 2x2 square) must share the same colors, but one mode of the MMC5 relaxed this to one palette per tile.
A total of 64 sprites may be displayed onscreen at a given time without reloading sprites mid-screen. Sprites are 8 pixels wide and may be 8 or 16 pixels tall, although the choice must be made globally, as it affects all sprites (Contra and Super Mario Bros. 3 for example use 8x16 mode). Up to eight sprites may be present on one scanline, using a flag to indicate when additional sprites are to be dropped. This flag allows the software to rotate sprite priorities, increasing maximum amount of sprites, but typically causing flicker.[63] Because of the small size of NES sprites, games use multiple ones for larger moving objects.
The PPU allows only one scrolling layer, though the horizontal scroll can be changed on a per-scan line basis for a parallax effect. The vertical scroll can also be changed between scanlines for a split-screen effect.[63] On many games, this is done by trapping Sprite 0 and the NMI (which triggers during the vertical retrace), but the more advanced memory mappers (see below) generate an interrupt which can be used for this purpose.
The standard display resolution of the NES is 256 horizontal pixels by 240 vertical pixels. Typically, games designed for NTSC-based systems had an effective resolution of only 256 by 224 pixels, as the top and bottom 8 scanlines are not visible on most television sets. For additional video memory bandwidth, it was possible to turn off rendering before the raster reached the very bottom or after it had restarted at the top.[63]
The PPU registers and memory can only be accessed during the vertical retrace phase. Because of this, NES coding is highly timing sensitive and the programmer only has a limited number of clock cycles in which to alter graphics data before the retrace ends and the next frame begins.
Video output connections varied from one model of the console to the next. The original HVC-001 model of the Family Computer featured only radio frequency (RF) modulator output. When the console was released in North America and Europe, support for composite video through RCA connectors was added in addition to the RF modulator. The HVC-101 model of the Famicom dropped the RF modulator entirely and adopted composite video output via a proprietary 12-pin "multi-out" connector first introduced for the Super Famicom/Super Nintendo Entertainment System. Conversely, the North American re-released NES-101 model most closely resembled the original HVC-001 model Famicom, in that it featured RF modulator output only.[44] Finally, the PlayChoice-10 utilized an inverted RGB video output.
https://en.wikipedia.org/wiki/Nintendo_Entertainment_System#Video
Some useful reading.
I think the specifications of the NES are more powerful than you may think.
[spoiler][quote]Video
The NES uses a custom-made Picture Processing Unit (PPU) developed by Ricoh. The version of the processor used in NTSC models of the console, named the RP2C02, operates at 5.37 MHz, while the version used in PAL models, named the RP2C07, operates at 5.32 MHz.[64] Both the RP2C02 and RP2C07 output composite video.[63] Special versions of the NES's hardware designed for use in video arcades use other variations of the PPU. The PlayChoice-10 uses the RP2C03, which runs at 5.37 MHz and outputs RGB video at NTSC frequencies. Two different variations were used for Nintendo Vs. Series hardware: the RP2C04 and the RP2C05. Both of these operate at 5.37 MHz and output RGB video at NTSC frequencies. Additionally, both use irregular palettes to prevent easy ROM swapping of games.[65]
All variations of the PPU feature 2 KiB of video RAM, 256 bytes of on-die "object attribute memory" (OAM) to store the positions, colors, and tile indices of up to 64 sprites on the screen, and 28 bytes of on-die palette RAM to allow selection of background and sprite colors. This memory is stored on separate buses internal to the PPU. The console's 2 KiB of onboard RAM may be used for tile maps and attributes on the NES board and 8 KiB of tile pattern ROM or RAM may be included on a cartridge. Using bank switching, virtually any amount of additional cartridge memory can be used, limited only by manufacturing costs.[63]
[b]The system has an available color palette of 48 colors and 6 grays. Red, green and blue can be individually darkened at specific screen regions using carefully timed code. Up to 25 simultaneous colors may be used without writing new values mid-frame: a background color, four sets of three tile colors and four sets of three sprite colors. This total does not include color de-emphasis.[63] The NES palette is based on NTSC rather than RGB values. Normally, every group of four tiles (in a 2x2 square) must share the same colors, but one mode of the MMC5 relaxed this to one palette per tile.[/b]
A total of 64 sprites may be displayed onscreen at a given time without reloading sprites mid-screen. Sprites are 8 pixels wide and may be 8 or 16 pixels tall, although the choice must be made globally, as it affects all sprites (Contra and Super Mario Bros. 3 for example use 8x16 mode). Up to eight sprites may be present on one scanline, using a flag to indicate when additional sprites are to be dropped. This flag allows the software to rotate sprite priorities, increasing maximum amount of sprites, but typically causing flicker.[63] Because of the small size of NES sprites, games use multiple ones for larger moving objects.
The PPU allows only one scrolling layer, though the horizontal scroll can be changed on a per-scan line basis for a parallax effect. The vertical scroll can also be changed between scanlines for a split-screen effect.[63] On many games, this is done by trapping Sprite 0 and the NMI (which triggers during the vertical retrace), but the more advanced memory mappers (see below) generate an interrupt which can be used for this purpose.
The standard display resolution of the NES is 256 horizontal pixels by 240 vertical pixels. Typically, games designed for NTSC-based systems had an effective resolution of only 256 by 224 pixels, as the top and bottom 8 scanlines are not visible on most television sets. For additional video memory bandwidth, it was possible to turn off rendering before the raster reached the very bottom or after it had restarted at the top.[63]
The PPU registers and memory can only be accessed during the vertical retrace phase. Because of this, NES coding is highly timing sensitive and the programmer only has a limited number of clock cycles in which to alter graphics data before the retrace ends and the next frame begins.
Video output connections varied from one model of the console to the next. The original HVC-001 model of the Family Computer featured only radio frequency (RF) modulator output. When the console was released in North America and Europe, support for composite video through RCA connectors was added in addition to the RF modulator. The HVC-101 model of the Famicom dropped the RF modulator entirely and adopted composite video output via a proprietary 12-pin "multi-out" connector first introduced for the Super Famicom/Super Nintendo Entertainment System. Conversely, the North American re-released NES-101 model most closely resembled the original HVC-001 model Famicom, in that it featured RF modulator output only.[44] Finally, the PlayChoice-10 utilized an inverted RGB video output.[/quote][/spoiler]
_________________
When the prey has gone extinct, the hunter must seek another bounty to feed.
8 colors on the screen at one time, what the. There can be 256 colors on the screen at once and every sprite can use 3 colors and transparency.
EDIT: Ninja'd
8 colors on the screen at one time, what the. There can be 256 colors on the screen at once and every sprite can use 3 colors and transparency.
EDIT: Ninja'd
_________________
Cliax Codec is a combination of top-down and third-person shooter. The gameplay will blend platforming, puzzle and shmup elements together to create a unique gameplay experience. You will take control of four playable characters which rise against a team that seemingly wants to take over the world - but are their motives really that cliché, or are there deeper motives behind their actions?
Where in the world did you find any yellow part there? it uses only 3 colours... >_>
[quote="SuperArthurBros"]SMB Question Boxes uses 4 colors...
Brown, orange, yellow, black.[/quote]
Where in the world did you find any yellow part there?
it uses only 3 colours... >_>
ok, some of the nes graphic limitations are 4 colors per 8x8 sprite space, which includes a transparency color. If you want I can go into more deteal for the nes graphic limitations.
ok, some of the nes graphic limitations are 4 colors per 8x8 sprite space, which includes a transparency color. If you want I can go into more deteal for the nes graphic limitations.
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