Show HN: An open-source rhythm dungeon crawler in 16 x 9 pixels
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Show HN: An open-source rhythm dungeon crawler in 16 x 9 pixels
1–10 of 12 posts
Re: Show HN: An open-source rhythm dungeon crawler in 16 x 9 pixels
#2What software is most often used by these persons? I assume pico8?
Re: Show HN: An open-source rhythm dungeon crawler in 16 x 9 pixels
#3Re: Show HN: An open-source rhythm dungeon crawler in 16 x 9 pixels
#4Re: Show HN: An open-source rhythm dungeon crawler in 16 x 9 pixels
#5Re: Show HN: An open-source rhythm dungeon crawler in 16 x 9 pixels
#6I love the way you describe the time travel aspect. My own project has to run on an NES, and memory constraints mean I can't actually store a previous game state entirely, so there are endless hacks and cheats to "rewrite history" after resolving most of the enemies in advance, to account for the player's actions at the last moment before display.
I can't cheat the beat timing though (drawing is way too slow) so I've got the beat judgement tuned to look less awful while being reasonably forgiving about late inputs. To compensate, I stretch out the animation timing on the following beat, so the early cels aren't weirdly bunched up after late inputs. It works well enough given the constraints.
It's fun seeing all the different approaches to this problem in the rhythm game sphere! It's way more complicated than you'd initially think, and games have all sorts of tricks up there sleeve to deal with it.
Re: Show HN: An open-source rhythm dungeon crawler in 16 x 9 pixels
#7Re: Show HN: An open-source rhythm dungeon crawler in 16 x 9 pixels
#8For low "pixel count" games try electronic football, 3x9 pixels. From Mattel, 1977. https://youtube.com/shorts/MNm4e5MxqFk?si=-UR3HayZOuDuhGJm
Re: Show HN: An open-source rhythm dungeon crawler in 16 x 9 pixels
#9For low "pixel count" games try electronic football, 3x9 pixels. From Mattel, 1977. https://youtube.com/shorts/MNm4e5MxqFk?si=-UR3HayZOuDuhGJm
Re: Show HN: An open-source rhythm dungeon crawler in 16 x 9 pixels
#10Yes, fellow rhythm-based dungeon crawlers unite! This looks great fun, the tiny resolution is such a fun artistic constraint. I love the way you describe the time travel aspect. My own project has to run on an NES, and memory constraints mean I can't actually store a previous game state entirely, so there are endless hacks and cheats to "rewrite history" after resolving most of the enemies in advance, to account for…
For more fun takes on rhythm games, check out this Roguelike Celebration talk from last year - some people in the Necrodancer community got together and added synchronous networked multiplayer (!!!) to the game. Black magic, haha, and it was a great reference when I was starting this project up.