Nomolos: Storming the CATsle is Gradual Games' debut release for the NES. If you wish to support us, cartridges are available at infiniteneslives.com
ROM DownloadNomolos videos:
Release TrailerNomolos progressNomolos MAGFest 9 videoNomolos progress as of Dec 4th, 2011Further progress updates can be found on our blog and on youtube:
Gradual Games BlogGradual Games Youtube ChannelSome brief videos talking about my dev process for those interested:
Dev Video 1 - Backgrounds and levelsDev Video 2 - SpritesDev Video 3 - Notepad++
Well all I can think to say is I like it, it looks interesting. I look forward to seeing more and hope you complete it and let us know when you do.
Something about the jumps and apparent framerate reminds me of Cheetahmen O_o. Is it any smoother when outside of Youtube's 30FPS bubble?
Dwedit wrote:
Something about the jumps and apparent framerate reminds me of Cheetahmen O_o. Is it any smoother when outside of Youtube's 30FPS bubble?
I second that. Looks like there's 3 movements when jumping.
Looks good. I hope that I can make it that far
I'm always excited when someone shows off the progress of his homebrew.
The video quality might be obscuring a few things, but I wish the attack at 0:40 had more visual oomph behind it. Also, some enemies are hard to make out against the background (also at 0:40 especially).
Nevertheless, it's looking pretty good so far. The dragon is definitely one of those impressive huge "shit-in-pants" NES bosses. He is looking sinister, but also very lonely to me. How long has he been dwelling in that cave?
Definitly looks interesting
You can see that you slightly based it off castlevania (or am I imagining things) That being said I do think the music could use a little work. (The basis is there...but it would benefit from a bit more tempo imo)
Great job!
edit: I mostly mean the music in the first part...the second part + boss are more of the tempo I speak off.
Good to see that you're progressing well.
Well, asaide of the framerate problems the other guys mentioned it looks neat.
If you can't beat the first level yourself, nobody will be able to though. A game is harder in the hand of someone who didnt' make it.
Also the graphics are a bit weird to me. The enemies looks almost invisible, maybe they need to be more polished ? Is it on purpose that there is a pattern of hearts symbols appearing on the big boss ?
I agree with that. Look at Sivak's videos of Battle Kid, just flying through levels/screens like it's easy, but people can't beat half the game still.
Can't wait to see more though.
Thanks for the responses. I did have some difficulty getting good video quality; unfortunately the demo video does not do it justice. Perhaps I will make another one in a few months once some more graphics/levels/enemies are added to the game.
The game itself looks very good. There are some improvements like not always ruining jumps with enemies in the way. Hard to tell from the video, but the play control could use just a hint of acceleration when starting to move right or left from standstill. But obviously if that earlier era feel is what you're going for, that's fine too.
I like that the player's character moves towards the edge of the screen when reaching the edges of the level, instead of remaining in the middle.
Areas with some vertical scrolling would be nice too.
Guys, come on. I find it insulting to pull out the Action 52 references. Anyone's project with new and unknown characters and environments is going seem kind of foreign in that way, as in not giving that warm fuzzy feeling of childhood nostalgia. There don't seem to be totally out of place enemies and broken jump mechanics.
Yeah, what's with the negativity... It may be the nOOb in me, but I'm in awe that any one man can make a game for the NES.
(EDIT: I realize constructive criticism is a good thing, in case y'all was wonderin'
)
I agree with Whicker. Saying the game look like action 52 is just bashing: explaining possible issues in the play mechanics or that could have impact on the game itself (i.e. enemies that blend with background) which would lead in the end in improving the game is constructive criticism.
People seems to forget that most people are working alone on their game(s) and we're doing that for fun. We don't have talent in all area of the creation of the game itself and it may show. I know that for myself that if I would make my own sprite it would suck like hell but programming is not an issue. This is one reason I liked the MM9 porting since I didn't have to draw any sprite and it helped to make my game engine move forward.
If it was a commercial game in the time of the nes era I could understand the harsh criticism but it's not the case: it a game made by someone that do it for fun because he like the nes.
I think it's looking pretty slick, myself. The collision detection looks spot on and everything seems to be moving in a good, solid manner. And the dragon!! I'll play the game for that boss alone! That looks great!
Bregalad wrote:
A game is harder in the hand of someone who didnt' make it.
Not always. I made Lockjaw for PC, but I can't come close to
Jono's speed. (See also
the interview.)
Back to the topic: Is the jump code using Newtonian gravity like that in Super Mario Bros.?
bigjt_2 wrote:
I think it's looking pretty slick, myself. The collision detection looks spot on and everything seems to be moving in a good, solid manner. And the dragon!! I'll play the game for that boss alone! That looks great!
- Yes, surely!
As advice, I would adjust the jump physics a bit. ^_^;;
Banshaku wrote:
Saying the game look like action 52 is just bashing: explaining possible issues in the play mechanics or that could have impact on the game itself (i.e. enemies that blend with background) which would lead in the end in improving the game is constructive criticism.
- I really hadn't the intention of making anyone upset. I'm sorry...
No offense taken. All comments are welcome.
Some constructive criticism / rambling:
- Jump physics seem OK to me. You might want to add friction to walking, though, so that when player releases the movement key the character doesn't stop immediately.
- Here when the character jumps up the stairs his legs don't move at all which looks unnatural:
http://www.youtube.com/watch?v=HFqWBYEh_E0#t=0m45s
- Also it seems that the camera position is fixed to player position. You might want to have a little window in the center of the screen where the camera doesn't scroll.
- It's the mediocre graphics that give it this "colordreamy" feeling. Of course it's understandable from a one-man project.
- The main weapon, sword or whatever is too short range to my taste. I like projectiles.
E: Let me just add, that when you can kill enemies by jumping on them etc, it's also fine. I just hate when the only option is a very short range weapon.
- It's sometimes hard to immediately see what parts of the background are walkable... especially at the castle where the color scheme is pretty consistently grey all-around.
- All in all, very good one man effort!
This is actually a two person project. I'm doing all the programming, music (some transcribed from classical pieces I like, some composed by me) and level design, and Ravenwolf (my wife) is doing all the art. There is a projectile weapon in the game, wouldn't want to spoil all the surprises =)
thefox wrote:
- Jump physics seem OK to me. You might want to add friction to walking, though, so that when player releases the movement key the character doesn't stop immediately.
- I could mention Super Mario Bros. 3 as example of your suggestion, but is there another game with such effect?
Quote:
- It's the mediocre graphics that give it this "colordreamy" feeling. Of course it's understandable from a one-man project.
- Well, if the game brings replay value, then graphics wouldn't matter that much.
Zepper wrote:
thefox wrote:
You might want to add friction to walking, though, so that when player releases the movement key the character doesn't stop immediately.
- I could mention Super Mario Bros. 3 as example of your suggestion, but is there another game with such effect?
Tokumaru might know of one
But consider that Mega Man 1 had slide to a stop, but none of the later Mega Man games had it.
Nice graphics and music, the game looks pretty interesting. The attack style made me wonder if it could benefit from downward and upward-stabbing attack (like Zelda 2 or Rastan), that's always fun. But that leaves the question open on how to handle enemies that take more than one hit to kill (bounce off or pass through, or how to not make it a suicide technique).
The music I think could use a little improvement with the volume envelopes, I kinda thought it was the NES hardware envelopes until I heard the fade-in (the fade-in timing in particular gave it a de-synchronized feeling). The songs themselves sounded nice though. Especially keep in mind that NES volume levels are linear, while perceived volume levels for humans are logarithmic (perhaps this why the NES hardware envelopes sound overly loud and boring). Very commonly you'll see volume envelopes look like : 15, 9, 6, 5, 5, 4, 4, 4, 3, 3, 3, 3, etc. to compensate for that.
Nice progress though, pretty impressive to see as it is.
Sorry I hadn't responded to some of the posts above previously---I think I was reluctant to spam the main forum until something like this forum was created. (feels more appropriate now). @tepples, as far as I know the jumping is newtonian. It produces a nice arc if you move horizontally.
@memblers, thanks. Thanks for the tips about volume envelopes, I definitely intend to improve the sound at some point.
Also, I've started a brief series of dev videos for fellow nesdever's to see if interested. Links will be posted in the top of the thread.
Zepper wrote:
thefox wrote:
- Jump physics seem OK to me. You might want to add friction to walking, though, so that when player releases the movement key the character doesn't stop immediately.
- I could mention Super Mario Bros. 3 as example of your suggestion, but is there another game with such effect?
If I recall correctly, I can remember dying a lot because of that effect on "Gimmick!"
---
The game looks really good! What I most like about it, its the feeling of cohesion I get from it. It really looks like a game, and that's something hard to achieve.
Good work!
Just uploaded the MAGFest 9 video (link in top of thread). There's not a ton more that is new, the main thing is better video quality. Thanks to bigjt_2 for showing this at Sivak's panel, and thanks to Sivak for opening up his panel for me and other homebrew authors!
zlash: thanks!
This is very impressive! I noticed on your blog you mentioned that you have completed the second boss and the first eight levels. Any chance you could post a video showing those off?
Gradualore,
Would you like us to demo your game at the MGC? We'll have a few powerpaks and we will nuke your ROM image when done. It probably isn't feasible to show your entire game. Do you have a build that contains just the first level?
Hi clueless, thanks for the offer. bigjt_2, creator of Assimilate, will be showing a video of Nomolos there. qbradq, another video may be forthcoming in the next couple of months or so. On the other hand, I might just spring the game on the community unawares. We'll see
Hey everyone, sorry I've been MIA for a while, been busy with, well pretty much everything, including Nomolos. Here's a new video of the game, in preparation for MAGFest X. Me and the rest of my Gradual Games staff will be there. Hope some of you can come out and meet us and check out the game! Enjoy the video.
Nomolos progress as of Dec 4, 2011
WOW it's really progressed! Can't wait to see the final version! Looks and looks like it feels like many of the original games, it kinda reminded me of Castlevania in a way and with more platforming, sweet job so far dude keep it going!
Nice work! This is the first time I've seen this project. It took me a second to figure out what game it reminded me of most. Definitely Addam's Family for Gameboy. Especially with the throwing swords, jumping on windowsills, running around in the woods, annoying bats and all. One of my old favorites for sure. Although I'm guessing it wasn't a motivator for this at all, just coincidence. Anyways it looks great, looking forward to seeing/playing more!
Spring 2012? Great!
On technical side, game looks super solid!
Visuals are not awesome, but I like them. They are giving me strange, yet good feeling.It feels like a distant past, old games I was playing when still child.
I liked music from video, good job.
I can guess that you can have several powerups? Propably only 1 at time?
From what I can gather, game is rather easy?
Quote:
Here's a new video of the game, in preparation for MAGFest X. Me and the rest of my Gradual Games staff will be there.Hope some of you can come out and meet us and check out the game!
Ahhh, too bad I can't go, good luck:)
How many people is in your team?
Awesome! Few people here get very far with their projects, so you get points just by being where you are now. I must also congratulate you for going way beyond the commonplace and making something way more interesting and advanced than the typical single-screen game.
There are some things I didn't like though... mostly the stiffness of the main character (both in physics and graphics), the abundance of black backgrounds and some of the graphics. I strongly believe that if you got another artist to touch up the graphics a bit the game would look much better.
Other than that I liked everything: the music, the enemies and the pace of the action. Congratulations.
So, are you planning to do a cart release or release it as a ROM?
I notice from the video that floors are very low, and they might get
cut off on some NTSC TVs. The video appears to have been clipped to lines 8 to 231, and the floor still looks dangerously low for a game with bottomless pits. To make absolutely sure that everything is visible, I'd recommend moving everything up by one tile. You can do this by setting the Y scroll position to 8 and moving sprites to compensate.
Have you considered doing something a bit different with the camera? Like having a little buffer zone in the middle for scrolling areas? I dunno, personally I think it looks a bit better.
Interesting read here:
http://nesdev.com/bbs/viewtopic.php?t=8197
Thanks for the tips and kind remarks, I appreciate it. As for cart release, I would definitely like to, but it seems the scene definitely has a lot more developers than cart producers in recent months. It may be a (free) ROM release. We do intend to design box art and manual PDFs though that would go with it, so people would have the option of having a repro produced for themselves individually.
As for a new camera system, or any type of change that could induce unforeseen consequences in the rest of the engine, this sort of thing will have to wait for a future game. Nomolos is our first game, hopefully not our last!
Great progress. I'm looking forward to playing it when you release it.
Is "catsle" intentionally misspelled? At first I thought it was a typo, but noticed it was on the game's title screen in an earlier video of the game. I thought it was worth pointing out just in case it's not intentional.
Edit: Oh wait. The main character is a cat. I get it.
Looks really promising. Nice graphics, gameplay etc...
The only thing that bugs me a bit is the animation of the main character. He looks a bit stiff when moving, and wave to much with his arm when jumping. Why does he lift his arm upwards when jumping?
Kreese wrote:
Why does he lift his arm upwards when jumping?
Doesn't Mario do the same thing?
I guess you're right... But look at the part when the cat walks down from the blocks, like stairs. He hold his arm straight down, up, down, up etc. like he waving.
tokumaru wrote:
Kreese wrote:
Why does he lift his arm upwards when jumping?
Doesn't Mario do the same thing?
And Mega Man.
Congratulations! Can't wait to play it!
Seems like a very enjoyable game, however, as mentioned earlier in this thread, it'd be swell if the level of stiffness could be reduced somewhat.
Are you planning on releasing this game for free when finished?
Looks good.
Congrats and well done.
I am planning on doing something along the same feel, but your project is lightyears ahead of mine.
Al
tepples wrote:
"Catsle": Typo or pun?
I'd say it's a pun, since he also has that subtitle on the game's title screen which can be seen in one of his development videos.
It did however confuse me too at first..
Just to affirm what most have guessed, yes, it is in fact a pun. It stems from a germinal idea for a platformer game that I attempted to create when I was 14.
Here's a screen shot from the original attempt in QBasic (remember, I was a kid, so be nice)
Original Catsle screen shot
Gradualore wrote:
Here's a screen shot from the original attempt in QBasic (remember, I was a kid, so be nice)
Don't worry. The predecessor to LJ65 was written in QBasic, as was my first NES tile editor.
I used to do some small programming as a kid in Q-basic. I couldn't do anything like that back then. It's quite good, especially considering it's Q-basic.
I'm not the only one who noticed Nomolos backwards is Solomon, right?
Do not try this after watching
Bill and Ted 2.
Nomolos: Storming the Catsle is finished and is currently in production. See the top of the thread for more info, including a link to the demo rom.
WELL DONE!
Thanks for the demo rom
Good music, art, and gameplay. It's a bit of a challenge from the start but that's a good thing IMO, nice to have difficultly select
Looking forward to owning a copy!
Sweet soundtrack. The difficulty kinda reminded me of Ghosts n Goblins, though not quite that tough.
The demo doesn't seem to run in every version of FCEU...worked fine in 0.98.1 but not 0.98.15. I realize those are pretty old versions.
Plays great on the NES so I wouldn't get too concerned
Nomolos: Storming the CATsle is being ported to PC and is now up on Steam Greenlight! Please give it an upvote!
Nomolos: Storming the CATsle Steam Page
Nomolos: Storming the
Catsle has been released as a
free ROM download. Op updated as well.
Awesome! Looking forward to playing it.
I played the demo. I'll have to check out the full version.
Okay I got around to playing the game and here is my review.
I might say some positive or some negative things, but at the end of the day just take everything as constructive criticism.
Here is the video. The video is about an hour and 30 mins because that is the life span of my camera's battery. After the battery died, I then finished and beat the game on the easy setting.
https://www.youtube.com/watch?v=h_LLGOG ... e=youtu.beOkay here goes.
- I have some issues with the title screen. The way that I believe that the title screen should work is that there are the two options. Start and then difficulty. There should be a cursor next to the option that you are currently on. The difficulty should only be changeable while the difficulty option is selected. Currently the difficulty can be adjusted at anytime and starting the game can happen at any time. I believe that these should be two different options.
- Story screens. When the cat gets kidnapped and the story is explained, I can not read the text fast enough to keep up with the changing screens. In other words, I can't read the text because there isn't enough time given to read them. You could make the screens last just a little longer or make them change at the players pace with a button press to advance to the next screen.
- The difficulty. The difficulty in this game is insane. I consider myself to be an expert player yet I could only manage the game on the EASY setting. This means that NORMAL and UNFAIR were settings that I didn't even want to try. Even playing on the EASY setting was incredibly difficult. Keep in mind that I am playing on original hardware with no savestates. I wouldn't expect an average player to be able to beat the game.
- Respawing enemies. While you, the creator can make the game anyway you want as its your creation, it is one of my pet peeves to see respawing enemies. Do the power-ups, extra lives and hearts (mouse) respawn once they go off screen? No they don't. So how come the bad things respawn, but the good things don't?
- Some of the artwork (objects) in the game were hard to understand (recognize) what they were and how they interact with the player. For example in one of the castles I thought I was walking on some red carpet and it turned out to be spikes. The game could also benefit from blocks where the player can pass through from below, but be solid everywhere else. There were many instances where I tried to jump onto a platform from below only to realize that its a 100% solid block. Remember that cloud tile from Super Mario World and SMB3. You can pass from below, but its solid from above.
- Level design. There were some jumps like 3 of them which were pixel perfect jumps and they were every unforgiving. There were some sections in the game which seemed to repeat previous sections almost exactly. Almost as if there was some copy and pasting of level code in some levels. Like I literally got deja vu a few times in some levels.
- There was some enemies which didn't have gravity coded for them nor a sense of the end of a ledge so that they just walked in air off of platforms. When I first encountered them, it was a little hard to get used to because they were defying the laws of physics.
- The mouse, which refills your life bar, it only fills you up 1 heart in easy mode. This small increment is often not enough incentive for me, the player to actually go for in many cases. Many times I will be low on health and see a mouse, but since it's so easy to get hit, I often get hit while trying to get the mouse. This makes going for the power up, not even worth it sometimes. Now if it refilled my entire life bar then that would be something to go after.
- No score counter in the game. While not every game needs to have a score counter if you put one in or even a time counter for speed runners, you encourage people to play your game for other means other than just beating the game. You can even do it such that the score is only displayed at the very end if you don't want it being shown during the majority of the game.
- When you die and get the option of continuing or quitting the UP and DOWN arrows on the d-pad don't work. If I am playing a game and I see options listed in rows, the first thing that comes to my mind is that I need to use the UP and DOWN arrows to pick what I want. But this doesn't work here.
- Saying the word "catsle" instead of "castle" makes me feel silly.
Now some positives.
- Boss battles seemed to be fun to figure out.
- You allowed the player for unlimited continues with no backtracking.
- There seemed to be some check points in levels so that you didn't have to start from the beginning when you died.
In conclusion, if you were trying to create a really challenging game that is hard as nails then you did it. The game is indeed really challenging. If you were trying to appeal to the casual player this one might be a little too extreme in terms of difficulty. But you can always do things to try and appeal to everyone. For instance make the EASY setting actually easy.
Let me know what you think about my feedback and thanks for reading.
Erockbrox wrote:
- Respawing enemies. While you, the creator can make the game anyway you want as its your creation, it is one of my pet peeves to see respawing enemies. Do the power-ups, extra lives and hearts (mouse) respawn once they go off screen? No they don't. So how come the bad things respawn, but the good things don't?
Does
Kirby's Adventure have the same problem?
Erockbrox wrote:
There were some sections in the game which seemed to repeat previous sections almost exactly. Almost as if there was some copy and pasting of level code in some levels. Like I literally got deja vu a few times in some levels.
I had the same problem with
Super Mario Land. That game repeats whole screens so much that the first time I played it, I wondered if it was repeating because I took the wrong path, like the "maze" levels 4-4 and 7-4 from the first
Super Mario Bros.Erockbrox wrote:
- No score counter in the game. While not every game needs to have a score counter if you put one in or even a time counter for speed runners, you encourage people to play your game for other means other than just beating the game.
[...]
- When you die and get the option of continuing or quitting the UP and DOWN arrows on the d-pad don't work.
Likewise with
Super Mario Bros. 2?
Erockbrox wrote:
- Saying the word "catsle" instead of "castle" makes me feel silly.
So does watching the movie
A Gnome Named Gnorm or any talk by Richard Stallman about the GNU operating system.
tepples wrote:
Does Kirby's Adventure have the same problem?
Not a close comparison. Kirby benefits from respawning enemies because he absorbs enemy abilities. You can go back and get a
specific one. (Except UFOs, perhaps. I forget.) Kirby games in general also sometimes bar your progress if you don't have a specific power. Killing the enemy whose power you need would be quite annoying.
Lots of games "benefit" with drops, but that gives less reason for
specific enemies to come back. You could just progress further in the level to kill stuff. Unless you wanna grind for health.
So: Kirby benefits by not keeping track of enemy state. You do have to backtrack if you accidentally kill something. You don't have to do so potentially more than once to get the benefit. (Unless you accidentally kill the thing multiple times, but then it's the player's actions rather than a random number generator.) I eat the enemy, I get a guaranteed power. (Yes, unless two enemies are eaten at the same time.) One usually has to run the slot machine a few times for a health drop. It could be argued that allowing respawns gives the player more tokens for the slot, but... could just make it consistent like Kirby if allowing the reward was
really what you wanted.