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  • Joined: 09 Apr 2013
  • Posts: 106
  • Location: Sydney Australia
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Monkey Lad progress update
Post Posted: Fri Dec 09, 2016 12:42 pm
Hi Guys,

I've recently picked up this project again. :) I thought I'd share my latest progress.

I've just implemented collectible items.



I've attached the rom if you want to try it out.

Eric
monkey_lad_items.gif (2.19 MB)
Attachment fairy
monkey_lad_items.gif
monkeylad.zip (24.5 KB)

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  • Joined: 18 Dec 2014
  • Posts: 95
  • Location: Canada
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Post Posted: Fri Dec 09, 2016 9:13 pm
I like it,plays well.
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  • Joined: 15 Sep 2010
  • Posts: 49
  • Location: Brazil
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Post Posted: Wed Dec 14, 2016 4:33 pm
IMO it's already one of the most beautiful games ever released on SMS. Congratulations!
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  • Joined: 09 Apr 2013
  • Posts: 106
  • Location: Sydney Australia
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Post Posted: Fri Dec 16, 2016 1:18 pm
macbee wrote
IMO it's already one of the most beautiful games ever released on SMS. Congratulations!


Thanks. :) All credit should go to Surt for his wonderful graphics.

I'm currently working on jumping fish.


fishdbb48.gif (357.09 KB)
Attachment fairy
fishdbb48.gif

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  • Joined: 09 Apr 2013
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  • Location: Sydney Australia
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Post Posted: Sun Apr 09, 2017 1:34 am
I just realised that I forgot to update the project entry with the latest version.

I've just added a new version. 0.3 This includes collectable items and the new jumping fish.

http://www.smspower.org/Homebrew/MonkeyLad-SMS
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  • Joined: 21 May 2007
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Post Posted: Sun Apr 09, 2017 10:20 am
really promising !
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  • Joined: 25 Feb 2006
  • Posts: 863
  • Location: Belo Horizonte, MG, Brazil
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Post Posted: Sun Apr 09, 2017 12:05 pm
Looks amazing!
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  • Joined: 27 Feb 2017
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  • Location: Northern Ireland
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Post Posted: Sun Apr 09, 2017 10:11 pm
Great use of Master System color pallette.
Also +1 for not using KiddEd.
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  • Joined: 25 Feb 2006
  • Posts: 863
  • Location: Belo Horizonte, MG, Brazil
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Post Posted: Sun Apr 09, 2017 10:34 pm
Filipe Santos wrote
Great use of Master System color pallette.
Also +1 for not using KiddEd.


Perhaps someone wil eventually make a Monkeyed? :P
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  • Joined: 10 May 2016
  • Posts: 130
  • Location: Canada
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Post Posted: Sun Apr 09, 2017 11:57 pm
haroldoop wrote
Filipe Santos wrote
Great use of Master System color pallette.
Also +1 for not using KiddEd.


Perhaps someone wil eventually make a Monkeyed? :P

I would love that :)
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  • Joined: 09 Apr 2013
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Post Posted: Mon Apr 10, 2017 11:34 am
Game Gear wrote
haroldoop wrote
Filipe Santos wrote
Great use of Master System color pallette.
Also +1 for not using KiddEd.


Perhaps someone wil eventually make a Monkeyed? :P

I would love that :)


I use Tiled to layout the maps for MonkeyLad. I've written some little programs to convert the tmx format into data files ready for use by the game. The next step is to add support for placing objects into the tmx file. At the moment I had code the objects.

:)
MonkeyLad_tiled.png (164.48 KB)
MonkeyLad_tiled.png

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  • Joined: 27 Feb 2017
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Post Posted: Mon Apr 10, 2017 12:28 pm
haroldoop wrote
Filipe Santos wrote
Great use of Master System color pallette.
Also +1 for not using KiddEd.


Perhaps someone wil eventually make a Monkeyed? :P


Maybe you meant a master system game maker ?

@game gear
All you have to do is use is the same tools as he just shown lol

@Efry
Well done .
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  • Joined: 30 Jun 2016
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  • Location: Melbourne, Australia
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Post Posted: Mon Apr 10, 2017 3:36 pm
I must say, I love how absolutely solid the artwork is. It's beautiful!
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  • Joined: 25 Feb 2006
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  • Location: Belo Horizonte, MG, Brazil
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Post Posted: Mon Apr 10, 2017 3:53 pm
Filipe Santos wrote
haroldoop wrote
...

Maybe you meant a master system game maker ?


Perhaps... it wouldn't be the first time I tried to make something like that; then again, historically, I tend to abandon such personal projects halfway through... :P
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  • Joined: 23 Mar 2013
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  • Location: Copenhagen, Denmark
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Post Posted: Mon Apr 10, 2017 6:22 pm
Very impressive! I like how this game keeps on evolving slowly and steadily. I notice what seems like some Lua-tools on the tool list - do you prototype engine/game elements in Lua?
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  • Joined: 09 Apr 2013
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  • Location: Sydney Australia
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Post Posted: Tue Apr 11, 2017 10:55 am
hang-on wrote
I notice what seems like some Lua-tools on the tool list - do you prototype engine/game elements in Lua?


Yes, I usually prototype the game before writing any assembly.

I use Love2d. https://love2d.org/

I've attached the monkey lad prototype game if you want to try it out ;-)
monkey_lad_proto.zip (66.89 KB)

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  • Joined: 23 Mar 2013
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  • Location: Copenhagen, Denmark
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Post Posted: Tue Apr 11, 2017 2:22 pm
Thanks for sharing - I tried the prototype earlier today: Great job converting it into the sms game! :)
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  • Joined: 05 Sep 2013
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  • Location: Stockholm, Sweden
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Post Posted: Tue Feb 19, 2019 2:10 pm
efry wrote
I use Tiled to layout the maps for MonkeyLad. I've written some little programs to convert the tmx format into data files ready for use by the game.


Any chance that you might share those too? They might be a good starting point for new projects... :)
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  • Joined: 24 May 2021
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Awesome game!
Post Posted: Mon May 24, 2021 4:35 pm
Hey man!

I just stumbled upon this forum and found your game. It's awesome!

It really looks good over all. I hope you'll find the time and energy to finish this project some time.

The controls are a bit slippery though. It takes some time before the main character gets to full speed and he also keeps on walking when you take your hands of the controller. This makes the game quite difficult.

Anyways, thanks for making this and I hope you like to see people still love your game! Have a good one. ;)

(I played v1 btw, the one downloadable in the first post)
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  • Joined: 09 Apr 2013
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Post Posted: Fri May 28, 2021 12:34 pm
ZzJoe wrote
Hey man!

I just stumbled upon this forum and found your game. It's awesome!

It really looks good over all. I hope you'll find the time and energy to finish this project some time.

The controls are a bit slippery though. It takes some time before the main character gets to full speed and he also keeps on walking when you take your hands of the controller. This makes the game quite difficult.

Anyways, thanks for making this and I hope you like to see people still love your game! Have a good one. ;)

(I played v1 btw, the one downloadable in the first post)


Thanks for the feedback ZzJoe.

I do have plans to work on this engine some more in the future. I agree that the controls need some work. I will probably tighten them up a bit. I also need to fix player collisions with platform edges.

I'll need to go back over my assembly and figure out what the heck it all does ;)

Other things I want to do

  • crouching
  • hit boxes that aren't multiples of tiles
  • auto scrolling levels
  • lots more enemy types
  • power ups

and the list goes on.... ;)

I would like to turn this into a complete game.
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Revo
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Post Posted: Fri May 28, 2021 1:22 pm
Are you also planning to do a level editor?
 
  • Joined: 09 Apr 2013
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Post Posted: Fri Jun 04, 2021 8:21 am
Revo wrote
Are you also planning to do a level editor?


Yeah, I was thinking about it. I really need to improve my level design work flow. It's currently Tiled and a bunch of supporting programs to manipulate the data. It would be nice to be bale to place the actors on the map and visualise the meta map properly.

I've also been looking for a reason to try out Dear ImGui. I hear it's quite good ;-)
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