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Cart [#ml-0#] | Code | 2019-05-17 | License: CC4-BY-NC-SA | Embed
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This is a crossover of Micro Mages x Celeste Classic

Much thanks to Morphcat Games for inspiration from Micro Mages. Go
check them out Morphcat Games Website or Morphcat Games YT.

Next thanks is to @Meep for his one sided jump mechanic from Celeste X.
It's very realistic to the actual game since it has one sided wall jumps too.

I will be making a harder version aswell for more of a challenge!
Here it is: Mage Land v2
Hope you enjoy!

P#64512 2019-05-17 15:45 ( Edited 2019-05-19 00:59)

:: Ikura

You should make an original game

P#65904 2019-07-17 14:43

Yeah lol. Finishing one more mod then making something original.

P#65905 2019-07-17 14:48
1

oof. level five is hardd

P#66325 2019-08-02 22:40
1

cool

P#67538 2019-09-11 11:09
:: dw817
1

Good Wizard sprite. Yes, original games always get priority interest.

P#67573 2019-09-12 02:55

@dw817
The sprite was from a nes homebrew game (Mage Land), and since it was on an nes, it was a perfect 8x8 sprite lol.

P#67584 2019-09-12 15:51 ( Edited 2019-09-12 15:52)
:: dw817

NES ? Curious. How did you transfer it ?

P#67586 2019-09-12 17:05

@dw817
Actually, I didn't transfer it through any program or anything. I simply took a snippet of the game with the character sprite in it. I'm sure there's another way like trying to mod the game and looking at the sprite sheet idk.

P#67590 2019-09-12 17:32
:: dw817

Well that's a pretty good transfer ! I've done something similar myself here ...

https://www.lexaloffle.com/bbs/?tid=31834

P#67594 2019-09-12 18:37

@dw817
Nice! I noticed the sprites are bigger than 8x8, (making sense since its from GB games), but is there a way to "zoom out" to make a game look smaller? For example, there's a small code that makes the screen "zoom in" to only showing 1/4 of the screen.

P#67615 2019-09-13 12:18
:: dw817

You can find that in the latest game I've written, skulhhead1924:

https://www.lexaloffle.com/bbs/?tid=35307

For what you need, it is a POKE. Here is the command:

-- mode 64x64 pixels
poke(24364,3)

"--" being of course to signify that line is just notes for the programmer and can be left out if you like.

Now if you type just this code you won't see anything by running it. It must be in a LOOP to maintain the display. Try this:

-- mode 64x64 pixels
poke(24364,3)

for i=0,63 do
  for j=0,63 do
    pset(j,i,rnd(16))
  end--next j
end--next i

repeat
  flip()
until btnp(4)

As you can see the display is truly 64x64 until you hit the (O) key to exit.

One advantage of using a 64x64 pixel method is you can use the remaining pixels to the right and bottom and diagonally to store pixel data work that is not seen by the player.

A further benefit is the fact that since the screen is 64x64 you could actually use just the first 64-characters in your spritesheet and the remaining 3-pages could house full 64x64 pixeled pictures like the LOGO, LOST GAME, and WON GAME.

P#67624 2019-09-13 15:44 ( Edited 2019-09-13 15:46)

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