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snes homebrew: super glider

Started by neen, Sat, 2025 - 02 - 08, 09:15 PM

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Cera Sizzle

Same, I have several half finished works that just feel like a slog to work on

neen

the bursts of motivation i had in development were really nice for my self esteem, but it never lasts. hopefully if i do take an extended break it will be worth it and i'll come back and finish it, or whatever i do in the meantime will be good, or whatever. it just sucks to feel so gassed out :snippy:

RT-55J

clearly wut u need to do is make a completely different project that's an audio toy for the snes

(maybe idk)

neen

coolmode implemented.

i had an idea at some point about palette-swapped enemies that would invert the room colors and made gravity go up instead of down. kinda didn't end up doing that but i already had the color math stuff written so i decided to just make a section where all the rooms are weird. pay no attention to the normal rooms above which i haven't put stuff in yet

there are two color math modes used for this that i named "coolmode" and "evencooler". please view them.

neen

the original game, perplexingly, has jars of grease which allow you to slide along some furniture objects. so i ended up writing this. it went pretty well and it got me working on this again. made some rooms to test the grease out.

one of the homebrew sound drivers now has an API for the assembler i use, which is great. unfortunately, i have to build the tools from their rust source to use them, so i got stalled out on that step for now.

neen

#65
got a couple little things done today. these wooden pillars for the wood-panneled rooms, and this chest/steamer trunk thing. both are art assets from the original game that i had to half-redraw.

also made an ending card a few days ago so we have some actual finality when the end of the game happens. it's got a nice palette cycling going on that you sadly cannot see in the still image

kkairos

this looks rad thank you for sharing it, i don't play a lot of snes games lately but i will play this one when it is done

neen

thanks! i will admit that i have not really given a whole lot of consideration to the player experience to this point. i was sort of expecting the design of the original game to carry me there. but i've had to make so many changes to the game to make it work on the console that it plays pretty differently.

once i get sound working, we're going to enter a phase of polishing and i'm not really sure what the desired outcome is. so i could get stuck there for awhile and give up and decide it's done regardless of what i end up with. this is *usually* what i do with sm hacks and other projects to avoid becoming too angry at the work to release it at all.