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Optomon
@optovania
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Modern day developer and composer for games on the Nintendo Entertainment System.
Washougal, WA
Joined September 2018
@BytesNeon It's pretty straightforward, just a bit of code planning and case management -- like handling what happens when player enter's a new room, or restarts after dying, when spikes are out or transitioning. Some informal code architecture notes below, which I call chicken scratch.
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@_sl3DZ_ The inspiration is correctly cited. No phenomenal room rotation here, but player has control to avoid flooring.
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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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Working on some one off platform devices in Pyronaut. This one has an unintuitive puzzle element to it. #Nes
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@Sonny_vpets Still has the same music, only other track needed is for an ending sequence. There looks to be about 40 basic enemy types.
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@EricDMG01 It's 2 XY position collision detections per wall type, per direction. I'll probably do an article on it.
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