Does anyone remember Triceraboy for the Master System?

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Jrecee
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Does anyone remember Triceraboy for the Master System?

Post by Jrecee »

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If you do you're lying =P

I don't know if anyone remembers but I posted something about an nes style game I was working on. It was sort of a megaman type platformer/shooter. Well I wasn't really happy with the theme or weapons so this is what it became. I decided to make it resemble a master system game because I like the more vibrant colors. This game is inspired by some of my favorite 8-bit platformers like psycho fox (which I've been playing a lot lately), ducktales, and of course mario.

But I'm having trouble deciding on a few things. I want it to feel somewhat open, but I'm not sure how to do that. I keep leaning towards a map screen but I don't know that I want to go that way. I was thinking about just having warp zones ala mario bros. Or maybe just branching paths? I was also thinking about an inventory system where instead of items (like an invincible power up) automatically activating when you find them, you can hold a certain amount of them which could maybe bring some strategy to it, and the inventory would remain across the whole game.

Anyway, there's a whole lot of ways I could go with it. What are some of people's favorite 8-bit platform games and game mechanics? Do you prefer playing straight through from beginning to end with some possible warps or branching paths? Or an open game like ducktales? Or a combination like Mario World's map screen?
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Re: Does anyone remember Triceraboy for the Master System?

Post by Breetai »

Monster World IV (Mega Drive) style, where everything is connected with branching paths throughout the levels. I guess that is a little Metroidvania-lite, but I like it.
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Jrecee
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Re: Does anyone remember Triceraboy for the Master System?

Post by Jrecee »

Breetai wrote:Monster World IV (Mega Drive) style, where everything is connected with branching paths throughout the levels. I guess that is a little Metroidvania-lite, but I like it.


I haven't played that one but it sounds the same as Wonder Boy: The dragon's trap for master system, which is another one I was thinking about.
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Re: Does anyone remember Triceraboy for the Master System?

Post by Breetai »

Yeah, I think they have a similar format. I haven't played through Dragon's Trap, though.
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Re: Does anyone remember Triceraboy for the Master System?

Post by final fight cd »

is it hard to make a game? did you go to school for this? or is this a program you can buy and a mule would be able to make a game? and i am not calling you a mule. and is this a game you are being serious about and want people to actually play or or is is just a game you are making so you can say you made a game.

i would try to do something innovating, if that is possible. i thought that all 2d platforming was going nowhere new, but then braid came along and did something new for a 2d game. easier said than done, but i wouldn't just do a mario style game. do something with different paths.
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Re: Does anyone remember Triceraboy for the Master System?

Post by lisalover1 »

Man, you captured the Master System's style PERFECTLY. The super-bright colors, clearly-defined sprite borders, and general warmth in the color pallete fits the MS like a glove. As per your question, a map screen is the best option, in my opinion, because it allows the player freedom to revisit old levels, and, as demonstrated in SMB3, can allow great flexibility for secret areas.
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cabrando
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Re: Does anyone remember Triceraboy for the Master System?

Post by cabrando »

I've always thought that a concept similar to Mega Man's boss/weapon system would be neat.

For instance you could beat any of the levels, but they would be made easier with items you received from beating a different level. (Grappling hook, double jump, etc...)

The goal would be for the platforming to be hard as nails without the item, and made easier/rewarding (power-ups, collectibles, etc..) with the item.
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Re: Does anyone remember Triceraboy for the Master System?

Post by UnrealClock »

cabrando wrote:I've always thought that a concept similar to Mega Man's boss/weapon system would be neat.

For instance you could beat any of the levels, but they would be made easier with items you received from beating a different level. (Grappling hook, double jump, etc...)

The goal would be for the platforming to be hard as nails without the item, and made easier/rewarding (power-ups, collectibles, etc..) with the item.


This would be interesting to some aspect, but doing level design for something like that would be just unnerving. There would be way too many things to think about for you to be suiting to essentially various play styles. Making a level that's good for someone who can double-jump, can't double-jump, can swing on a grappling hook, doesn't have a grappling hook, etc would just require too much patience on the devs part. Now if you make it where you can't finish a level without a weapon you'd no longer be innovative in anyway and I'd call it Metroid or Knytt.
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Re: Does anyone remember Triceraboy for the Master System?

Post by Jrecee »

final fight cd wrote:is it hard to make a game? did you go to school for this? or is this a program you can buy and a mule would be able to make a game? and i am not calling you a mule. and is this a game you are being serious about and want people to actually play or or is is just a game you are making so you can say you made a game.

i would try to do something innovating, if that is possible. i thought that all 2d platforming was going nowhere new, but then braid came along and did something new for a 2d game. easier said than done, but i wouldn't just do a mario style game. do something with different paths.


I use this: http://www.clickteam.com/website/usa/mu ... ion-2.html (I'm using an ancient version actually, but it'll get perfected with this)

Much easier than programming but not a magical instant game creator. I've been using it on and off for 11 years. Took me at least half that time to start making anything I'd consider respectable, but results will vary. It's a great tool if you want to make games as a hobby. If you want to do it as a career just learn to program. Although some developers actually use mmf to create prototypes very quickly and clickteam is making an iphone/ipad app so soon you'll be able to port your games to their and possibly sell them.

And yeah I'll put it up for people to play when it's done. I'll probably make a demo available soon.

I haven't played braid, but my assumption was that it was more of a puzzle platformer in maybe the lost vikings vein? I'm more into mario/sonic type action platformers but I do want to give it a little bit of an adventure feel to it, and not just be start at level 1 finish at level 10, the end.

lisalover1 wrote:Man, you captured the Master System's style PERFECTLY. The super-bright colors, clearly-defined sprite borders, and general warmth in the color pallete fits the MS like a glove. As per your question, a map screen is the best option, in my opinion, because it allows the player freedom to revisit old levels, and, as demonstrated in SMB3, can allow great flexibility for secret areas.


Yeah I grabbed an actual master system palette from somewhere, although I'm not completely sure it's accurate. I've definitely seen pure red in master system screenshots and the palette only has a very orangy red. Other colors differ a bit as well but maybe there's some technical detail about the palette I'm not understanding. I'm not going to sweat it too much. The master system was also limited to 16 colors at once and I'm around the 18-20 mark. But this is supposed to be sort of a minds-eye recreation of 8-bit platformers versus a super technical recreation.
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Re: Does anyone remember Triceraboy for the Master System?

Post by final fight cd »

Jrecee wrote:I haven't played braid


if you are bored one day, i would check it out. it is a good platformer/puzzle game; each level you manipulate time in a different way.

and it is supposed to have an amazing story. but i just think people have no idea what they fuck is going on with it, and anything that can't be interpreted must be deep and therefore amazing.
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