Yes, this is the third attempt. The basic idea involves the imminent release of a new console into the market. The competitors are software houses that have been given development kits for the new hardware.
The hardware is a late 8-bit machine trying to compete with the Nes, Sega Master system and the various 8 bit computers in the market in the late 80's and early 90's. It's incredibly ambitious but hopfully enough quality of the games will help the console gain a foothold in the market!
Of course as with any other 8-bit console, the hardware is fairly humble. It's up to the developers to make the most of the resources available.
COMPETITION RULES
Graphics
Choose two palettes of 8 colours from this palette. One for Active objects and one for Backdrop objects. Also choose another colour for the frame's background colour.
Each object can be up to 24x24 pixels. However all unique tiles must fit inside 96x96 pixels. One for the backdrop objects and one for the Active objects.
Tiles can be flipped without any extra cost and you can make use of Active object's animations and directions at no extra cost.
Text can be used at no extra cost.
No graphics extensions or resizing, rotating or ink effects allowed.
The palettes and tiles can change every level/frame etc.
Screensize can be up to 320x240 (but the smaller, the less problem tile limits will be!)
Music
Music can have up to 4 channels. It must sound '8-bit' so samples from SID or NES music are ok.
Preferably Mod formats only although I guess it doesn't matter too much so long as it sounds like a chiptune.
Sound should sound 8-bit too but do what you want with that.
Controls
2 action buttons only (and start and select) You can use the keyboard for a virtual joystick but no keyboard or mouse allowed. 2 player games allowed.
Submission
Submit a MFA, GAM, or CCA file with any extras under 2 Megabytes as a link here. Preferably compressed with Zip or RAR. If you don't want to submit something open source fine, but remember it will make checking your game impossible. The evaluation process will be decided upon later.
Games can be submitted to any other websites including TDC.
The only problem I have with this competition is that the challenge is graphics and sound related related rather than a programming challenge. The Christmas compo where we were forced to use tile based movements, or the 20 event type compos appeal much more to me.
What I think would help the competition is if it became an official TDC competition in order to stop it fizzling out. We did get some entries in the first two attempts and it was all really promising.
The first thing to discuss would be the structure of the competition, I think It would be good to have a single format with the competition being amongst the entrants to create the best game. Having more than one format makes things unbalanced, well unless you force a choice on people. Then having the winner decided by a combination of review scores and sales or money earned decided by a formula including the cost of manufacturing (smaller roms cost less to manufacture) and any additional hardware (battery backup etc) as well as popularity of certain genres.
Then of course we need to discuss what the limitations would be. It's basically not feasable to force a certain number of sprites per scanline/screen. But it is possible to have a limited amount of unique tiles and a limited palette or object size. Also the amount of buttons on the controller and what periphrals are supported.
The music can be limited to 3 channels or something with sounds being limited to square wave, saw, wav and noise. Or perhaps something like the Amiga (filesize limitations would probably stop OGG and MP3 i think.) Someone might have to create an example pack for that though.
Another idea I had suggested was 'perks' or a choice of unique hardware built into the carts giving the specific game a little extra power but making the game cost more. Some examples could be more unique tiles, extra sound channels, or support for a peripheral like a mouse or a joystick with more buttons.
Consider the competition official. I know some people think NES games are ugly, so you don't have to go with that suggestion. The main point behind it was that the rules shouldn't be all too rigid. Having all these criteria at once sounds less like a fun challenge and more like an irritation to me at the moment.
I despise this phrase (with a fiery burning passion), but "just my two cents". Since I don't have the time to make an entry anyway, what I think of the rules hardly matters!
It's a good idea to have dropped the two warring consoles and just focus on one. Let's be honest, there aren't enough active people here anymore to have a large competition.
We just need some solid rules (console specs) to get this going. Just choose a palette (Amiga, NES, whatever), max sprite size, music (4 channel mod chiptunes?) and max buttons. Not sure if I'll have time to enter but I've always been interested in this one. Hope it gets off the ground this time!
Originally Posted by nim It's a good idea to have dropped the two warring consoles and just focus on one. Let's be honest, there aren't enough active people here anymore to have a large competition.
We just need some solid rules (console specs) to get this going. Just choose a palette (Amiga, NES, whatever), max sprite size, music (4 channel mod chiptunes?) and max buttons. Not sure if I'll have time to enter but I've always been interested in this one. Hope it gets off the ground this time!
Keeping the rules simple and solid is a very smart idea. Don't make them to complex with different bonuses and penalties and restrictions. Nim nailed the essence of what the rules should be;
- palette (either a fixed one or a set number of colors)
- max sprite size
- music and sfx info
- max buttons
I would personally like to include a "max colors per sprite" rule too.
Try and keep it simple and you'll get more entrants. When the rules are decided OMC can make a huge front page post announcing the compo start.
I'm up for this but what sort of machine are you thinking of basing the limitations on?
Spectrum, CPC, Atari 7800 etc? There is a lot of consoles from this time period. Either that or create a fictional machine with similar specs .
As previously discussed I think the rules should include some screen palette limitation, sprite palette limitation (a lot of the old machines had a 16x16 limit, leading to colour clash), sound limitation (channels and types) and the number of buttons.
Making it an official TDC competition nowadays won't have much effect. It's like putting tinsel on a dead man's grave, it won't bring him back to life.
I will agree that is the most inactive I have ever seen TDC, and I have seen its annual trough (usually every summer) a fair few times.
To be honest it seems to have been in this state for some time now, the reviews, articles and download submissions are going at about the same speed as a milk float up an hill.
I do not think loose limitations is a good idea, basically because people have different ideas of what "NES-like" mean. The rules should be easy to enforce and understand though (both SMS and NES were limited to 8 sprites per line, but that's hard to enforce in MMF)
I think a 16 color background palette with a 15 color sprite palette would be reasonable, that is similar to what the SMS achieves
Both SMS and NES had a 64 sprite limit. Note that those system used 8x8 or 8x16 sized sprites so what we would consider a sprite is actually made up of multiple smaller sprites. To make it simplify it I suggest increasing the sprite size to 16x16 as suggested by hagar while halving the number of sprites allowed i.e. 32 on screen sprites.
- Ok, you must admit that was the most creative cussing this site have ever seen -
Sorry about the lack of posting yesterday. I'm finding it quite hard to decide on a palette actually.
Do we want a really small overall pallete with no 'hardware attributes' or a fairly large pallete but limited to, say 8 colours on screen.
Or something else like 4 colours per unique tile?
Also how do you guys feel about making your own music?
Not too sure on the music front, but at a push I could probably persuade my friend to make me some mad notes!
I would keep the rules fairly simple like like a sprite size limit, palette size (either fixed for whole screen or so may colours out of the palette for sprites and backdrop and sprites) and so many on screen sprites.
The sound rules also need clearing up too
@Phred : I own a Dragon 32, the UK clone of the Tandy CoCo btw
Ah ok about sound. Ive actually forgotten the password for my webspace. I was going to upload some Chiptune IT files ive made and some samples for music. I can use a free upload service I guess.
But the general rules about music will be no more than 4 channels with any noise you can rip from any 8 bit music. Or just use some from my sample pack which wont be brilliant but will have some to get you started if you want to make your own
I recommend Modplug tracker, it's dead easy to use.
I'm not sure about tile limits yet because I want it to be a challenge without making the games look crap. Too many and it wont be an issue and too few will make the games look repetitive.
does 32 unique background objects at 16x16 and 16 unique active objects at 16x16 sound good to everyone?
With no limitation on animations so long as you keep to the same pallete.
Oh and your palette and tiles can change each frame (or if you use an external level editor/loader every level.) of course.
Also lets say any text you use doesn't count towards the tile limit because that would eat up loads of it. Ive ripped text from various games using an emulator which I'll upload.
If you want something that is limiting but looks good, why not just use the real Nes's specs/limits?
I think you might be giving yourself a headache trying to make up a fake 'nes-like' system, when mimicing the real thing might just be faster and easier. =]
So the 16x16 grid is pretty much set in stone? What about 24x24? (It fits pretty nicely with 320x240 resolution games vertically, while 16x16 fits well horizontally.)
Originally Posted by PhizzyPhan69 Sure, if you figure out a way to enforce the 8 sprites per scanline limit
Run a fastloop and check the number of objects in the scanline region of the loop index, and if it exceeds 8, either pick one at random and destroy it/invisible it, or have a list of the order in which each object was created and destroy or invisible the oldest or newest?
Originally Posted by PhizzyPhan69 Sure, if you figure out a way to enforce the 8 sprites per scanline limit
Run a fastloop and check the number of objects in the scanline region of the loop index, and if it exceeds 8, either pick one at random and destroy it/invisible it, or have a list of the order in which each object was created and destroy or invisible the oldest or newest?
Simulated sprite flicker actually sounds pretty cool. Give us bonus points if we pull it off realistically.
I have to agree with Ricky. One thing that I don't like about this compo is that it is more of an assets challenge than a programming challenge. Also, I don't believe that you should revive this old compo. It just won't be the same...
Awesomeness is Watermelon.
*/l、
゙(゚、 。 7
l、゙ ~ヽ
じしf_, )ノ
This is Koji. Copy and paste Koji to your sig so he can acheive world domination.
@Ricky,
I just can't see why that would fit with the whole concept to be honest. Code would only be a problem with fitting stuff into memory. Graphics and sound always take up more space than code.
@Strife,
No it's not set in stone. 16x16 is pretty small for 320x240 isn't it? It's probably best to use 320x240 if anything smaller will cause screen size issues on some people's PC's. so yeah 24x24 size objects is fine.
I might have misunderstood your use of the word 'grid' but it's not limited to grid movements, alright?
@tetsuya_shino,
Well yes it may be faster to just go for the Nes, however the thing is there were an absolute ton of 8 bit machines and they all had really interesting quirks limiting what the games looked like. I'm a bit sick of seeing people make Nes lookalikes. To be quite honest with you the Nes's graphics are awful. It's the games that made it great.
I'm hoping it might be fun pretending to be a 1st or even 3rd party developer for an underdog system instead of making games for the sake of nostalgia. Which I for one have none for for the Nes. I'm an Amstrad CPC fanboy and to a lesser extent Sega Master system.
I'm all for Simulated sprite flicker but don't think you have to include it.
Choose 8 colours only for Background objects and 8 colours only for Active objects from this PNG image and a single colour for the background. You can choose the same colour for both palettes and each tile can use all 8 colours.
Tile sizes can be up to 24x24. So long as all tiles together take up no more than 96x96 pixels. You get a seperate 96x96 pixel bank for Active objects and Background objects.
Screen resolution can be up to 320x240, there are no benefits for using a smaller resolution (except less blank space I guess!)
One layer only.
Sound
up to 4 channels and make it sound like a chiptune. Otherwise I don't think it's important to make too many rules on sound.
Sound effects can be anything so long as they're not too high quality. Scratchy speech is ok but sampling gunfire or car engines is probably a bit over the top ok?
Filesize and submission
Not sure whats best for this. If we all submit an MFA, CCA or GAM file we don't have to deal with runtime files. Just submit a ZIP compressed archive and keep it under... lets say 2 megabytes?
Clarifying other stuff
Lets keep the controls to 2 action buttons and up down left and right (and I guess we can get away with a start and select button). No keyboard or mouse controls but 2 players is fine.
Should we do a draw for Genres so we don't all make the same types of games? Or does everyone just want to crack on now?
Originally Posted by Ricky Wait wait, you mean there are genre's other than platformer?
This so much.
Edit: Maybe I could enter this... I did just get done coding my new platform engine (for use in The APP and my future projects ) and besides sounds/music I think I could handle this.
You mean 1 of each background object must fit into a 96x96 area because it would be pretty impossible to make a plaformer or most types of games unless the player sprite was 1 pixel
What I mean Fish20, If you chose to make all of your backdrop objects 24x24 pixels you can have up to 16 different objects. Because that would fit perfectly into a 96x96 pixel square. If you chose to make all of your objects 16x16 pixels you would be able to make 36 unique objects.
If everyone finds that too limiting let me know.
Ok yes you can have a flipped object at no extra cost.
I guess it can start now unless there are any things holding people back? Anything ive missed? I know ive not set a deadline yet but I hardly think that is neccesary actually. I'm my experience deadlines for these competitions only result in tons of failed entries.
This idea is pretty vulnerable to abuse, but it's an interesting one I think. What if we considered download counts the sales figures? People who finish earlier have more time to rack up downloads and therefore "sales".
What about something like 'profit earned' being a factor. Based on review scores and filesize. In an ideal world smaller games cost less (bigger profit margin) and better games sell more.
I guess Downloads could be added in there somewhere.
I like that idea. And we could go back to your launch line-up pamphlet idea. I like the idea of a non-traditional competition. We could turn it into its own little thing.
To get the ball rolling for console name ideas: The Clickteam Super KNP
Rikusvision? But yay, the contest is officially underway it seems!
Y'know, my side project that I've been working on comes close to adhering to the contest rules, but it unfortunately falls short of the color, tileset and filesize limits.
I could either try and dumb it down to fit the system specs or make a new game from scratch alongside of it. The latter would probably benefit the site the most.
Choose two palettes of 8 colours from this palette. One for Active objects and one for Backdrop objects. Also choose another colour for the frame's background colour.
Does this rule apply per frame, or for the entire application?
Originally Posted by Chris Street I'm tempted to have a go at this... but:
Choose two palettes of 8 colours from this palette. One for Active objects and one for Backdrop objects. Also choose another colour for the frame's background colour.
Does this rule apply per frame, or for the entire application?
It's there near the bottom of the 'Graphics' section. Yes they can change every frame as can tiles.
I'm up for this. sounds fun. Only question is with the object size- I've tried to make a sprite within 24x24 and it's tiny!... will need a magnifying glass to lay out the game ( Would be good if the clickteam software had a zoom feature, eh)
will you accept games that bend the rules a bit?
Been reading the posts- seems like the object size is set. So it basically means that to make a large sprite it's got to be pieced together like a jigsaw...Right?
I thought that I might have a stab at this one - a compo first for me. I'm envisioning an almost pac-man like game where you explore an external environment collecting objects and dodging monsters, possibly with elements of unlocking new areas based on collecting keys, etc. The image below I knocked up in The Games Factory Pro from scratch in about 5 mins after reading about the comp, it's got the dimensions and colours of the requirements but was screencapped from a full screen on my laptop so may appear out of scale here. Any suggestions at this stage would be appreciated
Normally we accept competition entries from all softwares, but since the submissions have to be checked to make sure they follow the rules, the checker would have to be familiar with the software used to make the entry, wouldn't they?
I'll try to answer all of the new questions above.
@Fish 20, Invisible objects don't count.
@Manic robot. I see no reason why you can't cheat a little bit and make an active object twice as big and just pretend it's using two sprites. It will still have to take up two objects' space. So you'll run out of available pixels quicker with bigger objects. Does anyone object to that?
@Jon lambert. What, a stretched 2X size window? yes!
@Solgryn. Yes, well what Phred said really. For instance, a bullet would change with each different gun your character might carry so why not put all the different bullet types in one object?
@A. Lino. I want to say they're allowed. I guess there is no reason why you can't use Construct, it's free to download so anyone can grab it to have a poke around in your game. But XNA? would you really want to use that for this competition?
@Jon C-B. yes, it's started. But only since sunday.
Originally Posted by Marko I gotta say though, i think it'd be a great idea if we started an official compo thread, starting with the rules/restrictions
Doesn't this one now do that since Oldman Clayton edited the first post?
I think it's just that people are likely to miss this compo because the tread title isn't very descriptive at first glance and the news post got drowned in the recent happy countdown diareah. But I am sure the new TDC solves all these problems so I am not complaining.
Well, I've finished the player sprite and a few backdrops, but I can't really settle on resolution. So tell me what YOU think.
Either supersized at 160x120, or four times the work at 320x240
Originally Posted by Jon C-B Im confused about the object size restrictions. Eternal Mans character person is bigger than 24x24. How bad is making stuff bigger than that?
Actually it's 22 pixels high I think. Though, on the second screenshot you can get the impression that it's bigger, but the resolution on that is 160x120, so the gfx are enlarged 400%.
Anyway, I believe that Andy said that you can just pretend that a sprite larger than 24x24 is made up of several 24x24 sprites. The important part is being able to fit all sprites in a 96x96 sheet.
Originally Posted by Jon C-B oh ok. And can black and white be in both pallets?
If you mean to include black and white additionally to the 8 color palette, I think no. The only additional color to the palette is the frame's background color. I chose black as the frames background color which by using transparency in the gfx lets me use black plus my 8 colors. They did that alot in NES games.
You can choose any colour again for both palettes, is that what you're asking Jon? I tried to explain that part of the rules somewhere but it's actually kind of hard to explain.
Any of the colors can be used in both palettes. The only restriction is that there are no more than 8 colors per palette. So yes, the colors black and white can be used in both palettes.
Yes.
That's why you have to choose your colors carefully, because all active objects in a frame share the same palette of 8 colors, and the same goes for backdrops and their palette.
Hmm, so if i want my text white, i'll have to put white in the background pallete? Or can i put white in the actives pallete if im having some icons along with text?
I have a question about the actives sprite sheet. Usually, characters and enemies aren't perfectly square or rectangular, they are rather uneven. So when I puzzle together the sprite sheet I assume that you use the total "box size" of the sprite, like 16x16 or 16x24 or whatever size it uses.
The question is then; Should the sprite's tile size in the sheet be equal to the largest "box size" used by it, or can it be the generic stop animation?
Like my cool cyborg thing. The stop animation fits into a 16x24 tile, but during the run animation it uses up to 24x24. Should that sprite occupy 16x24 pixels on the sprite sheet or 24x24?
And how about bullets? We agreed on being able to store all kinds of bullets inside one bullet object. Should that sprite be as big as the biggest bullet when represented in the sheet?
Originally Posted by Eternal Man [EE] Like my cool cyborg thing. The stop animation fits into a 16x24 tile, but during the run animation it uses up to 24x24. Should that sprite occupy 16x24 pixels on the sprite sheet or 24x24?
And how about bullets? We agreed on being able to store all kinds of bullets inside one bullet object. Should that sprite be as big as the biggest bullet when represented in the sheet?
I think the sprite should occupy the same space as its largest animation frame on the sprite sheet.
- Ok, you must admit that was the most creative cussing this site have ever seen -
Originally Posted by Eternal Man [EE] I have a question about the actives sprite sheet. Usually, characters and enemies aren't perfectly square or rectangular, they are rather uneven. So when I puzzle together the sprite sheet I assume that you use the total "box size" of the sprite, like 16x16 or 16x24 or whatever size it uses.
The question is then; Should the sprite's tile size in the sheet be equal to the largest "box size" used by it, or can it be the generic stop animation?
Like my cool cyborg thing. The stop animation fits into a 16x24 tile, but during the run animation it uses up to 24x24. Should that sprite occupy 16x24 pixels on the sprite sheet or 24x24?
And how about bullets? We agreed on being able to store all kinds of bullets inside one bullet object. Should that sprite be as big as the biggest bullet when represented in the sheet?
//EE
You can go a few pixels over in some of the animations. Just try to have a size in mind and try to keep it at that.
What I mean is try to keep everything roughly inside 8x8 16x16 24x24 etc so it is easier to keep track of what you have and what space there is left for other objects. Even if some of it is empty space.
But yeah i would say bullet object (or anything else like it) are as big as the biggest animation frame or direction. But again you can go a few pixels over.
If thats a bad answer it's because i can't really be strict with rules, it's just not in me.
Here's another question - i have a background object (tree) that i want to re-scale, size-wise. Though it is a "background" object in the game and has no animation, i need to use an active object so that it can be re-sized.
My question is, do i have to use the "active object" colour pallet or can i use the "background object" colour pallet for my tree?
I have a similar problem- I want my backdrops to be able to change colour, they need to be active for this. All the backdrops would behave exactly like backdrop objects except for this and would otherwise follow the rules...
...basically I want to use actives for everything- pretending that the backdrops are backdrop objects (they wouldn't move or do anything like an active object apart from change colour- within the backdrop palette)
Originally Posted by Eternal Man [EE] I have a question about the actives sprite sheet. Usually, characters and enemies aren't perfectly square or rectangular, they are rather uneven. So when I puzzle together the sprite sheet I assume that you use the total "box size" of the sprite, like 16x16 or 16x24 or whatever size it uses.
The question is then; Should the sprite's tile size in the sheet be equal to the largest "box size" used by it, or can it be the generic stop animation?
Like my cool cyborg thing. The stop animation fits into a 16x24 tile, but during the run animation it uses up to 24x24. Should that sprite occupy 16x24 pixels on the sprite sheet or 24x24?
And how about bullets? We agreed on being able to store all kinds of bullets inside one bullet object. Should that sprite be as big as the biggest bullet when represented in the sheet?
//EE
You can go a few pixels over in some of the animations. Just try to have a size in mind and try to keep it at that.
What I mean is try to keep everything roughly inside 8x8 16x16 24x24 etc so it is easier to keep track of what you have and what space there is left for other objects. Even if some of it is empty space.
But yeah i would say bullet object (or anything else like it) are as big as the biggest animation frame or direction. But again you can go a few pixels over.
If thats a bad answer it's because i can't really be strict with rules, it's just not in me.
Good answer! I supposed it'd be that way, but I had to ask!
In the first post it doesn't say anything about layers, but a bit down where Andy stipulates the graphics rules it says "one layer only". I guess someone forgot to copy that line.
Originally Posted by Marko Oh balls - i've currently got 3 layers and have used actives as backdrops. I think i'll have to can my effort for this entry and start again
Actually, i think i can keep going with this one, i've worked out a way!
This is a very early build for "Ayrton Senna's F1 Champion". Unlike the more obvious choice of making a platform-style game, i've wanted to have a go at making a 8/16-bit style racer for a long time; the Console Wars compo was a great opportunity! At the moment i'm debating whether to keep it based upon a Grand Prix season or to go off on a tangent and make it OutRun-esque, with various extreme and exotic locations.
Keep it up, Marko! It's looking fantastic so far. How much time do you have before the deadline...has it been announced? If you have more, then I'd recommend going for the OutRun or even RoadBlasters style. But the F1 game looks pretty much like you have already in your screen shot, maybe putting a background, some side-of-the-road obstacles, and then of course the AI racers. How about a rear-view mirror...?
I'd love to pick your brain on how to put a game like that together; one of my projects currently uses top-down but it really needs the over-the-shoulder perspective to make it play correctly. If you can share with me some of your suggestions, examples, or tutorials on how to achieve that racer effect you have, it would be GREATLY appreciated.
Best of luck to you and the other contestants in this compo!!!
Glad you like, man! I'm going to submit this as open source so anyone can take a look at it if you still have questions, i'd be happy to answer over the forum or pm's
I think i may go down the crazy route of racing F1 cars against other F1 cars on open roads throughout the world. Let's go all-out arcade!!
Ooh, that's a sweet idea, Marko! =D At first the screenshot reminded me of my Paper Kart project, but I think our games would be drastically different from one another code-wise. In any case, it'll be refreshing to see another 2.5D racing game made with MMF2.
Originally Posted by Hayo Damn, I missed the layer thing as well. Now MMF won't let me delete the second layer even when I delete everything in it.
Proper bummer! To be fair (and i don't mean it to sound like a moan) it wasn't mentioned on the edited first post, hence why i think we shoud have had a new thread for the compo proper, with all the new/agreed rules stated clearly at the beginning of it.
Hey one way you can make it a lot easier to transfer stuff from one layer to another is to copy the stuff and paste it in another layer, then deleted the original stuff
Originally Posted by Hayo Damn, I missed the layer thing as well. Now MMF won't let me delete the second layer even when I delete everything in it.
Proper bummer! To be fair (and i don't mean it to sound like a moan) it wasn't mentioned on the edited first post, hence why i think we shoud have had a new thread for the compo proper, with all the new/agreed rules stated clearly at the beginning of it.
I am still uber-excited about this though!
I might have forgotten to write it down even if i had made a new thread.
If your game has already been started with layers in and you can't delete it just keep going with it. It's my fault for not telling OMC all the rules. I wrote a really long PM and it didn't send, so i made a second one and probably rushed it a bit.
Originally Posted by Marko Do counter colours have to be taken from the active colour pallet or the background pallet?
Actually i'm not sure about this because counters are just text aren't they? Text can use any palette but counters are kind of actually active objects...
I don't know mate lol.
Ok counters have the same rules as text, any palette can be used. Personally for authenticity i'm actually making all counters use the same font as my text.
Originally Posted by Eternal Man [EE] Well, I've finished the player sprite and a few backdrops, but I can't really settle on resolution. So tell me what YOU think.
Either supersized at 160x120, or four times the work at 320x240
Originally Posted by Marko Do counter colours have to be taken from the active colour pallet or the background pallet?
Actually i'm not sure about this because counters are just text aren't they? Text can use any palette but counters are kind of actually active objects...
I don't know mate lol.
Ok counters have the same rules as text, any palette can be used. Personally for authenticity i'm actually making all counters use the same font as my text.
Good idea - anyone know where we can get an authentic font from? I've tried googling just quickly but everywhere i've looked is full of pop-ups and porn!
I'm hitting a few technical problems with my engine at the mo, so decided to take the night off from the brain-ache by creating the main menu - i had this design in my head right from the start so didn't take much planning to realise what you see below. In fact, the only thinking necessary was ensuring i picked all the right colours i needed from the 8-colour pallets, plus making sure they don't all clash and look horrid! Let me know what you think
@Marko: The whole thing looks really good and authentic with those dither-textures!
The only thing I would change is the "S" in Start and Options which doesn't match with the other letters imo.
Yes, try to keep it under 2mb. Although to be honest the reason for the limit is 'cost effectivness'. Assuming we actually work out a formula for profits and sales etc.
Here's another question - i currently have the Window Control extension included because in the menu screens you can choose to enlarge the screen from 320x240 to 640x480 (not increasing the frame size in MMF2, just magnifying the game window to double) - is this allowed under the "No graphics extensions or resizing, rotating or ink effects allowed" rule?
Then place the object in your game frame. From the event editor, you can adjust the window size by right clicking in any square in the Window Control object column, selecting "Resize" then the "X size..." and "Y size..." options.
I've added this in a menu so you can scroll through the options "320x240", "640x480", "960x720". The window size will change to the relevant size depending on which of these are selected. Now, because i have a heading for my window, for some reason the window size is slightly "squashed", ruining the image somewhat (see the screenies i've so far added and check out the dither-textures to see what i mean - they don't look right in those pics). I have overcome this by actually changing the screen sizes in those above options to "336x276", "655x515" and "974x754" respectively.
On another note, you can also move the screen around with this object, though i haven't bothered with this option but i can see how usefull it could be. Hope this hels!
Marko you may find that your 'fix' only works for YOUR computer (and some others). On different versions of windows or windows with different visual themes to the one you have, the title bar will be a different size and so will effect the window size and distort your gfx again. I think the only way around it is with a completely custom title bar/menu at the top, not using the crappy built in one.
if i'm wrong about this please someone correct me... it has always bothered me.
Could you decide whether this console's soundchip uses samples or oscillators as the sound source.
"Sounds like a chiptune" doesn't mean much when you compare the Nes to the commodore 64.
The Nes has fixed-waves channels (pulse triangle and noise).
The Sid chip has a multi-mode filter, 4 lfos with many modulation destinations and can even do some wave-table-synthesis.
So yeah, a complete specs list would be great for those who want to do more than simply use pure square waves.
4 oscillators (1 per voice, triangle, square, sine, saw or noise) would be a great start imo since this is supposed to be a late console.
And in the case where some modulation would be allowed, Mod files wouldn't be possible, so would the audio file sized still be a problem? I don't think it should since if we were really developing for a console, there would most likely be no samples included in the rom (other than dirty sfx), but it's all up to you.
Originally Posted by Spitznagl 4 oscillators (1 per voice, triangle, square, sine, saw or noise) would be a great start imo since this is supposed to be a late console.
Thats pretty much is what I was going for. No channel is limited to any of those types of sound. Also a C64 square wav is pretty different to a Nes square wave so don't limit yourself to any one console.
Yeah no samples please.
I know saying 8-bit means little towards sound because you can put any sound chip inside an 8-bit machine. I just wanted to be clear that although we're all most likely going to use mods it has to sound classic 8-bit or chiptune or whatever the correct term is.
Ok, good. The thing is that I'll use hardware wave-table synths (One of them being a SidStation ). I won't have any problem to make it sound 8-bit, using one oscillator per voice, limiting myself to 4 modulation destinations and using no effects (delay, reverb, ...), but I need to know if the file size matters. The lowest I can go would be a max quality ogg, which is about 900kb for 1 minute I believe.
Could we only count SFXs(which some could be samples even if really using a sound chip) and the sequence files (midi, mod, or whatever your sequencer saves as) in the file size limit?
I have an Elektron Sidstation and other hardware synths that I would prefer to use over sampled waves in a tracker. I find pretty silly to limit myself to using samples just for the sake of keeping the filesize small . As I said, if those games where really created for an old console, only the sequences would be included, so why make the filesize more important than the authenticity? Sampling those synths and adding an envelope just wouldn't sound the same (especially in the case of the mos chip which never stops and is never completely silent) and it would make any kind of modulation (other than level and panning I guess) impossible.
If you insist on getting a bunch of dull sounding waveforms though, I'll go use a tracker.
I dunno if using Mods would make it sound dull. I guess we can make an exception for those that either just don't know how to use a tracker or would much rather prefer using something else.
But I don't think this is something that I alone can decide on, Old Man Clayton is the one handing out points and tags to the winner.
Originally Posted by AndyUK ok OMC should we limit the filesize to just the MFA for everyone?
Why not give us a max memory capability of the "cartridge", and we decide where to put in the most work? Just a thought, seeing as someone who doesn't have the means to make super awesome sound things can counter that with a killer engine or large world to explore?
Otherwise, using amazing hardware for music with no file size limit would be like using motion capture software for ultra realistic animations with hundreds and hundreds of frames stored externally - thus not counting towards filesize. Wouldn't that in some ways be unfair to those who can only afford 4 frames per animation to keep the file size down?
The idea I originally had was that the filesize limits are only guidelines because you can always increase the rom size of a cart, The only thing preventing a huge cart would be cost not some techinical problem. So going over 2mb doesn't break the rules so much as simply make the game cost more and that might hinder the sales.
In an ideal world everyone could make their own music in a mod tracker to keep the filesize down but I know that isn't the case.
I think we will need to organise a team to review the games, then using that we will work out using some sort of formula how much the game would cost and sell.
I'm just talking at the moment, what I really want now is for everyone to have fun making some nice games. Thats why i'm reluctant to say no to anything.
Thanks. So far it is just caving (British/French style), I am a caver myself and always wanted to make a game about it (and made a crappy one in 1997). So it's based on finding climbing tools and exploring/surviving the caves. I am thinking about adding something like enemies...but I never had to fight in caves so far
Aah, i see - very unique setting! Judging by the screenies, especially that orange looking block on the bottom-right of the top picture, the challenge comes in solving puzzles to get from start to finish?
Been spriting the background this evening and i'm happy so far with the progress. I decided to stick with regular arcade-style circuit racing for my game (actually, i think it would have been easier to make a more OutRun style A-to-B racer, tbh) and the game is now playable (woo!), meaning it's possible to race lap after lap. The AI cars have yet to be added, but the mini-map is pretty fancy. The HUD is very bare and hasn't been touched yet.
Compare it with the (very) early build on page 10 of this thread!
Originally Posted by Marko Been spriting the background this evening and i'm happy so far with the progress. I decided to stick with regular arcade-style circuit racing for my game (actually, i think it would have been easier to make a more OutRun style A-to-B racer, tbh) and the game is now playable (woo!), meaning it's possible to race lap after lap. The AI cars have yet to be added, but the mini-map is pretty fancy. The HUD is very bare and hasn't been touched yet.
Compare it with the (very) early build on page 10 of this thread!
1. It is mentioned that the 96x96 pxls tileset can change for every frame, but what about the actives?
2. Is there any sort of on-screen tile limit or could the entire screen be filled?
3. Is it ok to superpose multiple tiles on top of one another?
Originally Posted by Spitznagl I have some more technical questions.
1. It is mentioned that the 96x96 pxls tileset can change for every frame, but what about the actives?
2. Is there any sort of on-screen tile limit or could the entire screen be filled?
3. Is it ok to superpose multiple tiles on top of one another?
After seeing all the screenshots of what's been done so far, I'm very, VERY excited to see the outcome once the compo is finished! Best of success to you all.
I busted out my old NES emulator earlier this week because I was feeling all nostalgic...
Are we allowed to use multiple fonts? I don't want to use the same size font for both my score counter and my combo counter.
EDIT: Also, can I count tiles as 2x2? For example, this dithered tile is 32x8 for the motif used by the quick backdrop, but in reality it could be as small as 2x2:
So that a sample of my tileset looks like this:
Originally Posted by Marko Been spriting the background this evening and i'm happy so far with the progress. I decided to stick with regular arcade-style circuit racing for my game (actually, i think it would have been easier to make a more OutRun style A-to-B racer, tbh) and the game is now playable (woo!), meaning it's possible to race lap after lap. The AI cars have yet to be added, but the mini-map is pretty fancy. The HUD is very bare and hasn't been touched yet.
Compare it with the (very) early build on page 10 of this thread!
This reminds me of both Continental Circus and Pole Position.
Originally Posted by Jon Lambert Are we allowed to use multiple fonts? I don't want to use the same size font for both my score counter and my combo counter.
EDIT: Also, can I count tiles as 2x2? For example, this dithered tile is 32x8 for the motif used by the quick backdrop, but in reality it could be as small as 2x2:
So that a sample of my tileset looks like this:
I'd rather you use only one font as your 'free text'. You can still use a counter with a different font for stuff but it should really be classed as an active object.
I know its stated in the rules that no automatic rotation is allowed but...
Can i use it locked into 4 directions? I mean, i could just copy-paste-rotate into the other directions, i just don't want to do it over and over for everything
@edit: Construct doesn't have the nifty 'create rotated directions' like MMF, but you can set rotation count, thats why i'm asking
Yeah nothing wrong with having rotations. Anyone can draw different steps between angles manually. Just so long as you don't use MMF2's abilities to do smooth rotations or resizing.
Gee, I only just found out about this competition. I wonted to make a suggestion to have a system to simulate sprite flicker.
My idea was to have a invisible active object the size of the screen. Make any "sprite" a part of a defined group and if the number of sprites overlapping the screen detector was greater than the defined limit, say 16, then it would choose one of those sprites at random and make it invisible. There would be a separate action to make them reappear so they were only invisible for a split second. I was actually thinking we could make a base file with this system already set up for people to use.
I actually thought of that idea from last time but was once again I was too late to have it considered. So I thought I'd mention it this time so that maybe it would be something to think about for the next comp.
Anyway, it seems some of the entry are looking pretty awesome this time around. I'm particularly interested in the racing one buy lembi2001, those games have always fascinated me. I have a basic understanding of how it's done but I have no idea how you'd do it in MMF without using animations.
Anyway, I do have an idea or two but when are the entries due in? Also, all the sprites must fit on a 96x96 picture? Kind of like a sprite sheet? I guess that includes all frames of animation?
oh, and one last thing. Are we allowed to simulate pallet animation, like with water, glowing lights, ect? Can you do pallet actual animation in MMF, it has a 256 colour pallet mode doesn't it?
"Oh, my god! A lightning monster just ripped out this poor woman's eyes, and your mocking her shrubbery!" - The Spoony One
Originally Posted by Disthron Anyway, it seems some of the entry are looking pretty awesome this time around. I'm particularly interested in the racing one buy lembi2001, those games have always fascinated me. I have a basic understanding of how it's done but I have no idea how you'd do it in MMF without using animations.
It is actually by Marko; lembi2001 was just quoting his post.
Originally Posted by Disthron Anyway, I do have an idea or two but when are the entries due in? Also, all the sprites must fit on a 96x96 picture? Kind of like a sprite sheet? I guess that includes all frames of animation?
For the sprites, you just need to use one frame of animation, not all. If you have a 32x32 character that would be 1/9th of your allowance for sprites. The competition entries are due in December (incidentally it sorta says that on the front page, but saying "console release" instead).
Originally Posted by Disthron oh, and one last thing. Are we allowed to simulate pallet animation, like with water, glowing lights, ect? Can you do pallet actual animation in MMF, it has a 256 colour pallet mode doesn't it?
I don't know what this means. Do you mean changing the pallet at runtime? Or do you mean changing the colors on an active object with the Replace color action?
Colour swapping? well, it's easier just to use animations in MMF. Real computers/consoles used colour swapping because it was more efficient than using the extra processing time and memory than an animation would use.
I did create a 2d racing road engine once. It's quite easy with a little maths.
It is actually by Marko; lembi2001 was just quoting his post
Ah, silly me. Still looks pretty cool though.
For the sprites, you just need to use one frame of animation, not all. If you have a 32x32 character that would be 1/9th of your allowance for sprites. The competition entries are due in December (incidentally it sorta says that on the front page, but saying "console release" instead).
Thanks for clearing that up
I don't know what this means. Do you mean changing the pallet at runtime? Or do you mean changing the colors on an active object with the Replace color action?
Well, Pallet animation was when a programmer or artist would change certain entries in the colour pallet at runtime. This would be used for stuff like running water, conveyor belts, fires, flickering lights, sometimes even more complex things. If you go to this video and move the time code to around 4:00, where the player is fighting the water boss, you can see it in action. The water effect is made by cycling a number of the blue pallet entries. It was used for all sorts of stuff back in the day.
If you could change the pallet at runtime then you could do it for real. However you could also emulate the effect by using an active object and just changing the colours with an animation.
"Oh, my god! A lightning monster just ripped out this poor woman's eyes, and your mocking her shrubbery!" - The Spoony One
So for this game, I'm using graphics from a game I was already working on, so I felt like I'd post comparison shots of the original graphics and the versions used for this competition:
Originally Posted by Jon Lambert So for this game, I'm using graphics from a game I was already working on, so I felt like I'd post comparison shots of the original graphics and the versions used for this competition:
I don't see why you can't have snow/rain - i was thinking about having some on one of the circuits my game too. At the moment i'm just coding in some walls, but am struggling to animate them effectively bearing in mind i cannot re-scale/re-size anything :S
there are no restrictions on the amount of objects on screen. So if you want weather go for it.
I guess sprite handling is the console's main strength.
Originally Posted by Marko I'm hitting a few technical problems with my engine at the mo, so decided to take the night off from the brain-ache by creating the main menu - i had this design in my head right from the start so didn't take much planning to realise what you see below. In fact, the only thinking necessary was ensuring i picked all the right colours i needed from the 8-colour pallets, plus making sure they don't all clash and look horrid! Let me know what you think
So do title screens not have the same 96 x 96 (96 x 192 assuming you use both sprites and background tiles) limit?
From what i interpreted from the rules, you can make one big tile from "imaginary" smaller tiles. To stay within the "all unique tiles must fit inside 96x96 pixels" rule i would have just created smaller (maybe even single-pixel) tiles and just tiled them all together. Clearly i've not done that though and i did use my interpretation of the rules to my advantage in saving me loads of time.
And saving time was my only motivation in using this interpretation, i might add.
"To stay within the "all unique tiles must fit inside 96x96 pixels" rule i would have just created smaller (maybe even single-pixel) tiles and just tiled them all together."
Yeah I see how you mean. And clearly, you could logically have made 1-pixel tiles and tiled a couple of thousand together to achieve the result. So in a sense it's valid.
But.
That means that one can make eight 1-pixel tiles (one for each color) in their sprite sheet and just ignore the sprite sheet restriction all together because they can always refer to have used 1.8 million different sprites pieced together.
So imo, I don't know. It's up to Andy to decide. But we really should start finalizing the rules soon since it's not fair for the rules to change every time someone bends them too far. I'm just saying this because people could have re-thought their ideas and made them in a wholly different direction from the start if they had known the final rules.
No matter what tile sizes you use if you can make a title screen image within the 96x96 (or 96x192) rules, go for it. It would be interesting to actually see Marko's title screen art in little chunks fit inside two 96x96 squares just to prove it can be done though. I wasn't sure it was within the rules when seeing it but gave him the benefit of the doubt.
Originally Posted by Marko I think it would be fair to withdraw my entry in the spirit of fairness to everyone else - i have a feeling i may have bent the rules too far
No, of course you shouldn't withdraw your entry, that's just stupid. Everyone is really looking forward to it, what's on the table today is that some form of "final decision" on how we should interpret the rules would be highly beneficial.
@Andy: The tiles in any dimension we mean is 1x1 tiles, i.e one single pixel.
My opinion is that Marko's title screen should be ok, but imaginary single-pixel tiles shouldn't (beyond this point) be allowed. You decide though.
I suppose bending the rules slightly for the title screen is ok, since the since the "system" wouldn't be running any "game logic" at the time. Take a look at the Game Boy Color version of Tomb Raider for example, which has 736 colors on the title screen, way more than the normal limit of 56 colors.
- Ok, you must admit that was the most creative cussing this site have ever seen -
Originally Posted by Marko I think it would be fair to withdraw my entry in the spirit of fairness to everyone else - i have a feeling i may have bent the rules too far
No, of course you shouldn't withdraw your entry, that's just stupid. Everyone is really looking forward to it, what's on the table today is that some form of "final decision" on how we should interpret the rules would be highly beneficial.
@Andy: The tiles in any dimension we mean is 1x1 tiles, i.e one single pixel.
My opinion is that Marko's title screen should be ok, but imaginary single-pixel tiles shouldn't (beyond this point) be allowed. You decide though.
What I mean is that you can actually probably get the exact same picture with bigger tiles. Or pretty close to it.
Of course the rules shouldn't be broken like that, 1x1 size objects is a little silly so don't do that. Marko, if you would try to restructure the art to fit into actual tiles that would be fine. Even if you just make it a smaller.
Not that I'm part of the judging panel, but Marko: please keep your entry in the compo...if only to see that it's finished!!!
In past compos that I recall, I've seen submissions have points knocked off in a particular category because they didn't meet some criteria. I suspect that, if the judges want to penalize you for not sticking to the guidelines, they'll most likely do that.
In any case, I'm sure you'll impress plenty of folks once your project is finished. So please stick with it.
Guys, i'll defo finish it even if i don't enter it, it enters too late, i break my fingers and can't click for the next 8 weeks, etc. I just didn't want to tarnish the compo with an entry that wasn't in the spirit of the rules. I don't like cheats and would never feel comfortable knowing i was going too far with rule interpretation. And i think my "rule bending" will almost certainly go too far in the actual game too. And i don't really fancy losing the compo with points being deducted for my rule bending - i'm a little too competitive for that!
So to summarise, i'm defo going to finish this for the December deadline and i will submit it, though if the judges feel i've gone too far with the rule bending then i won't mind having points deducted. The game's looking good, i've come too far to abandon it and people seem interested anyways (the most important bit for me with kliking!)
BTW, the positive interest in it so far has humbled me somewhat - thanks guys!
Originally Posted by PhizzyPhan69 Jon, why did you post the screen at such an odd resolution? Why not use your games native resolution =P
Because that was a screen of Marko's game. These are from my game:
The title screen
Hang up a hat before you head into the cave. Safety first! When you die, you reappear at the hatrack with the most hats. If two hatracks tie for most hats, you go to the hatrack farthest in the level. If you've not hung up any hats, you go back to the start!
What a great combo! Each jump kill increases your combo meter and each score you make starting with your second combo multiplies the number of points you gain.
I have changed my game just a little, to something more simple
But i'm not sure i'll have the time to finish it, so i guess it was not a really good idea
Good stuff guys
Don't worry about it looking bland Jon, early computer/console games looked very basic.
I want to port my game over to my level editor/loader. But for that to work all objects are active objects at first. They're pasted as backdrops into the frame as it loads the levels. I'm not actually sure if that breaks the rules at any point :S
I wonted to use this comp to use as practice with learning how to use the a flash extension, Sort of 2 birds 1 stone type thing. Anyway, it occurs to me that you can't go into full screen with a flash game and all the graphics I've made are really tiny, becouse I've been making them on a 96x96 photoshop file. So I was wondering if I could up-scale my graphics so that people don't have to squint? I could post the small scale originals to show that they fit into the 96x96 limit.
"Oh, my god! A lightning monster just ripped out this poor woman's eyes, and your mocking her shrubbery!" - The Spoony One
Well my games a platformer (gasp!). Go through levels, kill enemies, ect. But there are also gems you can collect which you can spend on new weapons in the shop after each level. Therell hopefully be more to it but for now thats about it...
Well, my project is on hold at the moment. I'll be recieving MMF2 in the mail any day now, and thus feel it's quite stupid to continue working on it in MMF1.2. But yeah, all things going great!
I've made some nice sprite sheets and palettes, so gfx-wise I'm fairly ahead. My main concern as of yet has been my unability to have external levels thus having to multiply my code 16 million times. Therefore the hold up until MMF2. Will post some screenies later.
I said december because people wanted a deadline. But in all honesty it doesn't matter if you want to start something now and go past that deadline. There aren't any cash prizes on offer or anything.
I'm not likely to finish my example game in 8 days either.
Had I not been working so hard on one of my previous projects, I would definitely have jumped into this...
Now that it's done and my schedule's a bit more open, maybe I can do a few levels-worth of my latest project in this style and have something to submit in early-ish December. My regular style is pretty much along these same lines anyway.
Here's some screens. It started as a platformer but I changed it after finding that a bomberman style game would work better. You play as three super heroes trying to escape a labyrinth, each with specific powers- swapping between them with power ups
... Rhinoman, Wilderbeast and The Mole...
Won't be finished or playable for a couple of weeks...
My game is coming along very... slowly! Not had a great deal of time for the last 3 weeks or so, and i'm having trouble making the AI do what i want it to do...
A proper deadline would be ideal - honestly, i took my foot right off the gas when i found out the deadline went from being December to a rather woolly "sometime in the month of December"... then Christmas approached and i didn't have time to work on it at all this month! Also, it was running rather close to the Christmas Compo too, which i would imagine didn't help!
Still, i hope this one doesn't die - guess i'll have to get cracking on it again!
I agree with the above post. We need this re-front paged and more emphasis on this compo now the Christmas compo is over. And as entries, i suppose we should get our bums in gear too
Que? I must not have been clear in my post. It's not over yet! It was supposed to be in December. I was just reminding people to get back to work, like a good responsible slave driver.
Didn't do a very good job of it, apparently.
EDIT: Pardohn, I typed the wrong compo in the news post. Iiiit's fixed.
By the way the bug i'm having is a problem with my enemies' ledge detection. One enemy works fine but multople copies of the same enemy will just walk off of ledges.
I'm using internal detectors and it's all a bit complicated for my teeny tiny brain.
I think I might enter too...My game is about a boy who crash lands on a planet, you find an alien and you have to train the alien by playing 3 different mini-games in order to get off the planet. I want to add 2-player but don't know if that's gonna happen.
Long story short, ive been having fun making my game without checking my palettes properly. I think ive got objects in levels where they shouldn't actually be.
Also ive been using two different whites lol.
ugh, i guess a good solution would be to make sure the objects in question (some enemies) use colours from the player sprite. That way I can't go wrong. Kinda limits enemies to blue and orange though
I definitely broke some rules and might not qualify but I think I read you broke some too Andy, so I say me and you are using cartridges that have special graphic enhancing chips! Haha
Full screen and it use a joystick, more fun that way...lol
Competition's over and I spent most of my time working on my 20 event game, so all I have is this one level demo. Also, jump-through platforms don't work properly. The level is totally beatable, but if you try hard enough, you'll see what I mean about them not working. Beating the first level takes you into the incomplete second level, which means you skip the fancy level complete screen I made, which I suppose is for the better since it means more gameplay.
Arrows to move, shift for variable jump, ctrl to throw a fireball or hold it to run.
HINT #1: Holding shift when bouncing off a spring or enemy makes you go higher.
HINT #2: Throwing a fireball while falling (if you haven't thrown one while jumping) while give you a tiny boost up.
HINT #3: Press up near a coat rack to hang a hat. If you die and there is a hat on a rack you'll reappear there.
Also, your health is indicated both by the hat in the top-left corner and your body. The more you spark and flash, the less health you have.
Well, I played both of your games. Andy, your game was fun and had a nice quality to it...I don't think I played the original Lil' Pirate game, so I should probably check that out since this was fun, haha.
Jon, I don't have a clue where you got the inspiration for this game lol. But I like the hanging your hat idea you put in there, pretty cool game.
This competition could've been really cool with lots of good games, but not enough people entered . Was fun trying your guy's games but would've been more fun with more games. Thanks.
The demo contains about 7 waves of boredom, a couple of bugs, and lots of broken rules. I guess making a side shooter when im not actually a fan of the side shooter genre, resulted in a very very dumb game. Oh well, at least i tried.
Thanks guys - it really was just down to the lack of free time i had available to me, nothing else. However, it's not dead and i left the coding easy enough to read, so i won't get lost in it when i do get round to adding more.
-A backdrop (the blue part)
-A cover gradient (the textured part)
-3 screenshots
-1 piece of promo art
-A banner
-A logo to put on the banner
-5 inches by 8 inches (360x576)
Here are a .psd file and a .xcf file (I made it in GIMP so I don't know what the .psd will be like) of the template.
"Just in!
Man of eternalness, Eternal Man, has managed to get his hands on a copy of one of Eternal Entertainments early concept builds for an as-of-yet unreleased game!
The game file is titled "Scifi-alfa-02" and stars a green cyborg warrior blasting it's way through some sort of lunar complex, infested with crawling giant bugs.
The concept build is very short and unfinished, but beautiful as always!
We've found the controls to be z+x+arrow keys, also, you can charge your weapon by holding x. There also seems to be an unknown amount of debug keys in there. We experienced some interesting results by randomly trying different keys. The game file is prone to crashing, undoubtly by the fact that it is made in MMF1.2.
Check it out, and tell us what YOU think!"Eterment - The number 1 Eternal Entertainment Fanzine