Battle Kid 2 public demo ROM

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Battle Kid 2 public demo ROM
by on (#82819)
I finally put together a demo of this thing.

Included is the intro stage, the main base, the first boss, and a bit of the caves that follow. After you reach a pit, you can drop down and the game will end and reset.

You can play on either normal or easy difficulty.

Also included is a very short game engine demo stage. This stage just shows off sample rooms of the abilities and gameplay elements.

http://sivak.nintendoage.com/BK2-demo.zip - Here is the file

by on (#82820)
It's very hard to get used to the wall clinging mechanic. Letting go of A is tough. Maybe it's just because I'm using a laptop keyboard.

by on (#82821)
Great little teaser, thanks for sharing! Any plans for a release date?

I wish it was longer, but I've still got the first one to finish so I still have a means to quench my thirst for battle kid until this one is released.

Any thoughts about completely removing the discussion with the boss after he kills you for the first time or two? To me the frustration of dying over and over again is aggravated by the fact I've got to keep hitting start repetitively at the proper time. I can take the two starts to respawn and the screen or two to get back to the boss's lair. But for me the discussion can easily throw off any sort of rhythm I try to build up, causing another death and aggravation.

Dwedit wrote:
It's very hard to get used to the wall clinging mechanic. Letting go of A is tough. Maybe it's just because I'm using a laptop keyboard.


It took me a bit to figure out what was going on as well and I'm using an original controller. But I suspect it's fairly easy to get used to.

I'm guessing you've designed it that way Sivak due to the double jump ability? The idea being to keep your thumb off the A button once you've jumped, that way your ready to either cling to a wall or double jump. I could see it still working where you can still be holding A when clinging to a wall. Reguardless I think if you play it enough to get good at the game you'll get used to however it's setup.

by on (#82827)
infiniteneslives wrote:
Any thoughts about completely removing the discussion with the boss after he kills you for the first time or two? To me the frustration of dying over and over again is aggravated by the fact I've got to keep hitting start repetitively at the proper time. I can take the two starts to respawn and the screen or two to get back to the boss's lair. But for me the discussion can easily throw off any sort of rhythm I try to build up, causing another death and aggravation.


Hi, yes. I plan to have "one time cutscenes" where they're only seen for the first fight. Any subsequent ones will auto skip. I just hadn't had that setup.

At least I turned on the skip ability for all of the scenes. Heheh. There was a point where some of them didn't have that.

We're hoping for November, but no guarantees.

by on (#82852)
YES!
Another Battle Kid. :D
The city background in intro stage iss really Good!
I have no idea why, but Timmy cutscene grafics makes me feel like he's..a girl.I know, strange, it's just me....I hope?
Quote:
It's very hard to get used to the wall clinging mechanic. Letting go of A is tough. Maybe it's just because I'm using a laptop keyboard.

Clinging mechanics are (Very) fine for me.
Playing this demo makes me want moooreee.

by on (#82857)
Poke 7D and 7E to change your number of jumps. Game often crashes when going out of bounds.

by on (#82863)
I think the graphics look much worse than in the first game (what we can see of them, at least), which had awesome graphics.

by on (#82943)
Thanks for the bday present (it was compiled on my birthday!). Looking good!

by on (#83030)
I'm playing the game engine demo. In the wall jump demo (first demo): I'm able to cling to the wall on the right, but the suspended wall on the left (needed to get to the top and proceed right), I can't seem to make him cling there. What am I doing wrong?

by on (#83032)
Gradualore wrote:
I'm playing the game engine demo. In the wall jump demo (first demo): I'm able to cling to the wall on the right, but the suspended wall on the left (needed to get to the top and proceed right), I can't seem to make him cling there. What am I doing wrong?


Holding A? It's fine, the controls are so wonky for it, everyone has problems it seems.

by on (#83033)
I feel like I'm doing the same thing jumping left as jumping right, and I am expecting him to cling to the left but I can only make him cling on his right side so far. I'm definitely not holding down A as I approach the wall either direction.

by on (#83034)
Gradualore wrote:
I feel like I'm doing the same thing jumping left as jumping right, and I am expecting him to cling to the left but I can only make him cling on his right side so far. I'm definitely not holding down A as I approach the wall either direction.


Don't jump from the highest point?

by on (#83035)
I've tried several points vertically on that first wall to my right, I can't seem to then cling to the wall on the left, no matter how high or low I am. *edit* nevermind, I finally got it. Not sure why I didn't get it before, I think the timing of letting go of the A right before hitting the wall was more difficult going left than right for some reason. Maybe it should be modified so that you cling no matter what, but you have to release and then press A again to jump off? Might be easier/less frustrating.

On the other hand, I think perhaps the area you can cling is what threw me off. I definitely was hitting the wall on the left without holding A, but it was maybe "too low" to cling. Is this by design that he can't cling with part of him hanging below the edge of the wall?

I hope I'm not causing offense with that. I had no gripes with the play control in the first game, it was spot on. And, I'm finding with my own game that feedback like this can make a HUGE difference. Regardless, it is a small flaw. The game is looking great.

*edit* Now that I know how to do it, I'm really not sure what was throwing me off before. I've seen this with my own game. What feels easy/normal to me cause I program it and play it all the time has caused frustration for my beta testers. On the other hand, Ninja Gaiden was frustrating the first time I played it. It may just be part of learning any NES platformer.

by on (#83041)
Gradualore wrote:
I think the timing of letting go of the A right before hitting the wall was more difficult going left than right for some reason. Maybe it should be modified so that you cling no matter what, but you have to release and then press A again to jump off? Might be easier/less frustrating.


I could make a control type "B" where A doesn't matter. I personally hated it that way because you can't really climb quickly and you are instead pressing the D-pad direction into the wall rather than just using A as your method of going on/off.

Whenever I play, I always let go of A whenever my jump is done. It's just instinct. There's no real reason to hold it while falling.

by on (#83042)
For anybody that's played Mario where letting go of the A button means not jumping as high, as like in yours, it's not easy to adjust. I highly prefer it to not matter whether A is pressed, but instead if your pressing a direction into a wall will make you grab onto it.