Optomon
@optovania
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Modern day developer and composer for games on the Nintendo Entertainment System.
Washougal, WA
Joined September 2018
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Video of gameplay player jetpacking around in NES game Pyronaut. https://t.co/0fO3hQoUYh
#nes #indiedev
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Join the Crew and @pascal_belisle as we chat about the joy (and torment) of coding the Trial for Kharzoid for the NES! Listen to the episode: https://t.co/j1iAR2iKiM Join us for a chat: https://t.co/xbsOuCruqX Watch: https://t.co/IOEQC3mOyb
#indieretro #retrogaming #NES
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In #nes Pyronaut, working on a periodic room transformation in which the floors become harmful to the player.
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In NES Pyronaut, hidden passageway using common practical effects.
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General moving platform blocks in Pyronaut. This is where you can kind of tell this is Simon's Quest though this required a surprising amount of edits to get it to work. #nes
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floating eyeball block object in Pyronaut -- this serves as a platform and an enemy. Perhaps eventually vulnerable in some ways, like shoot it and its eye shuts. #nes
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Working on some one off platform devices in Pyronaut. This one has an unintuitive puzzle element to it. #Nes
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In the opposite direction, thus covering all 16 corner turning cases.
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Pyronaut enemy Biri It slithers on the walls, floors and ceilings in any cardinal direction, turning when meeting a cornered wall or edge. Look at the little dude go -- yay. This is officially the last enemy added into the game. Some platforming objects are planned next. #nes
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Test in the other direction, yeah X Y positions will definitely need some adjustments at each turn, adding and subtracting a specified value.
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Crude test of a wall scaling enemy, the shell for the last basic enemy left to add into the game. This is actually surprisingly difficult to do. It's the 3rd time I've attempted something like this. I'll probably have to correct the X Y positions of the enemy at each turn. #nes
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To edit the levels in Pyronaut, I customized an old editor of Simon's Quest (orig. called CursED, I asked for the source code very long ago) and made PyronEd programmed in VB6. A shell rom is edited with the level data, and a Java file transfers the changes to the current rom.
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