John White / Nessylum Games has let us know, that his NES game Assimilate is ready for pre-order on 16th February 2012.
In Assimilate you control an alien space ship and your main task is to kidnap humans, while the forces of the earth try to stop you from that.
Now what is so special, that John got me to write about his commercial NES game. It’s the public promise, that he will release the almost full game, a half year after official release as ROM image. Even if this will take one year, it’s a very smart move.
A hippie guitarist who has visited your small town for years has gone rogue and launched ICBMs toward your town. Break out the fireworks that you had been saving for Independence Day, turn them into makeshift anti-ballistic missiles (ABMs), and shoot down the incoming missiles.
* Super NES Mouse support
Thanks to the author, tepples, himself for the news.
Nighttime Bastards is a work-in-progress game for NES by picccca, a developer from Finland. We first wrote about this game a half year ago, now the whole engine has been rewritten. It’s still far from being complete, but you may want to follow the current status. There is also a discussion on NESdev going on.
The new improved game engine is finally taking shape, this time I’m showing the work in progress OAM cycling or sprite flickering as it’s also known as.
The Alternative Party 2011demoparty took place about two weeks ago and had a “Beginner Demo Compo”. The winner of this specific competition is Super Stalin Brothers by TAONGAD. It’s always great to see new talents to the scene, who will possibly able to do big in the future. For now, enjoy “Super Stalin Brothers”.
The intent of NESICIDE is to be able to start with absolutely nothing (well, maybe at least an idea!) and work your way through background tile development (playfields), foreground tile development (sprites), sounds (effects and music), stitching it together with some source code, and finally to generate a ROM.
Added Tile Editor that can be used to create tiles of sizes from 8×8, 8×16, up to 128×128. Tile Editor includes
many common “paint program” tools like: pencil tool, line tool, hollow/filled box tools, paint bucket tool,
selection-drag/copy/erase tool, rotate clockwise/counterclockwise tools, and flip horizontal/vertical tools. Tiles
that are big enough to contain multiple attribute-block segments (ie bigger than 16×16) will adjust the attributes
of any conflicting pixels whenever necessary. The full 16-color attribute table is available to paint with. The
only tool that behaves a bit differently in the “conflict resolution” is the selection-drag/copy/erase tool. Since
it is possible to select an arbitrary portion of the image it is thus *impossible* to resolve attribute conflicts from
moving this arbitrary chunk around the rest of the image. Thus, instead of the image adjusting to the selected region, the selected region adjusts to the local Attributes of the image. Attributes can be fixed with the familiar “paint attributes”
tool. Created tiles can be added to Graphics Banks items to be used in ROMs. Also, any created tiles, including any
loaded binary files (PNGs) can be used to paint any portion of any other tile by selecting the tile from the tile list
and drawing with it. I think I might rework how the tile-drawing works to make it tool-dependent, but for right now
the tile-drawing just lets you paint any-size rectangles of the tile at 8×8-pixel grid resolution.
Lucas “Dizzy9″ Kur updated his game “Dizzy Melanchony Of Existance (Chapter 0)”. Dizzy:MOE is platform-adventure game for NES and was created to resemble gameplay of Dizzy games made by Codemasters. Your aim in game is to find exit, but also collect items.
- Working on Real Hardware now.
- Jump out of elevator(when it’s still moving).
- 0F screen bottom pointer fixed.
- Fixed bug with swimming suit and bottom of small pool.
- Fixed distance you have to be to kill sea monster
- Fixed HTS flash when you use it to teleport to the same screen.
- Readme and in game spelling corrected.
Virus Cleaner is a homebrew NES game by Roth. Goal is to sweep away Viri from the playing field, while it’s being protected by some sort of electric waves going around the screen.
To support the growing NES community, Roth released the source code of his game – although it seems not to be very well documented, it might be useful for others. In the case you are not a coder, you may still go to his page and grab the release for a few minutes of gaming fun.