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A member registered Sep 25, 2017

Recent community posts

Thank you very much! 馃槈

I-CHR communityCreated a new topic Feature request

I am not exaggerating if I say that this application has changed the way I work, but there has always been something that I feel limits me a lot when it comes to carrying out my designs and that is the limitation of using only one CHR page, per screen

Although it is not an indispensable necessity, since I can split the screen in 2, process it and then unify it later, I can't deny that it is something that hinders testing to optimize the design, anyway I understand, if you consider that it is not something relevant, anyway I thank you for having created something so useful!

(Note: I have used an AI to translate this text, so I'm not sure it expresses exactly what I was trying to say, sorry for the inconvenience).

The truth is that I was unaware of this feature, but I just linked it and it hasn't changed anything, however, I don't think it's fair to give you so much work, just for a key, for my part, I don't find a real difference between playing it here or on Steam. Although I will of course report back if this situation is resolved, best regards! 馃槈

Of course, I have always used the same account, so the game is linked to my profile.

I guess it's some kind of confusion, if I own the full version, I did get the mail announcing the Steam key, but I got the game in "The Arrival of Nightwind" promotion.

Hi, I just received a mail that said I could redeem a Steam key, through my full copy of this game, but when I enter the page it doesn't show me the same as you show in the screenshots, Have I, entered too early, or have I done something wrong? Greetings! 馃槈

It is not possible to claim 馃ゲ

Many thanks to you, the retro community owes you too much! I would like to take this opportunity to recommend this web application, perhaps this tool will be useful for your projects:

Sorry, I didn't remember I had another file with the same name uploaded, I copied the wrong link: Special Stage NSS (7z)

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Attached is the file

I assure you that I am using the application correctly, it has been one of my main tools for years.

I give you my word, there is no way I would make a bug report, if I am not completely sure of what I am saying.

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I don't think this information will be useful to you, but if in doubt, the last time I did a similar job with NEXXT was in v0.10.1b, and I didn't have any problems on that occasion.

Also, just in case, I tried to export the attributes and the following happens (It wrote 256 lines not counting the header [It is configured to store only attributes]):

Perhaps what makes the application slow is related to the problem I had previously reported.

I must report that when you change the Canavas resolution, the selection starts to crash and the application becomes uncontrollable at times (I changed the resolution to 256x256).

It's strange, I can't reproduce the error, both the day I reported it and today when I sent the message it failed, moreover, before replying this morning I re-downloaded the application to make sure and even though I restarted the program a couple of times, configuring it to export only the attributes, the output file only contained what I mentioned. I really don't know what's going on.

I always keep my version of NEXXT up to date and I had already tried what you mention, but when I set up the file to export that data, the resulting file only contains this:



const unsigned char n01[0]={ };

Would it be possible to consider in the future a function to be able to copy this information to the clipboard, to make it more accessible?

Forgive me for making this inquiry through this medium, but I did not want to open a thread for a trifle.

In the original NST, I could export the attributes of my layout by doing the following:

But NEXXT, I can't find anything similar that only exports the hexadecimal data of the attributes, is there any way to perform this action?

It looks great, but its controls feel unsatisfying, especially when you hit a higher block, I suggest making the character stick slightly to the ceiling when he jumps instead of slowing his travel, or do as in other games where to put more objects in a smaller space they make the collision of their blocks a little smaller than they really are.

Another thing that I would have liked it to have was a better effect when crushing something, for example a sound, a tremor on the ground, I mean I am a hand with the power to destroy whatever crosses my path, I would like to be able to feel it

Finally, the secret passage is not very intuitive to say, when you enter it, it would be great if the path is revealed or at least you can see what is directly around your character, as if your character has a light or something for the style.

Good luck with your project, greetings!

Hello, playing the level where you are mounted on a moving box, I accidentally shot the switch after the mechanism started moving and was teleported into a wall, making me unable to continue the game.

Hola hice esta caratula para mi bibloteca de GOG. No es genial, pero quiz谩s a alguien le interese...

That's exactly what it's about, sorry for the confusion, I'm self-taught in everything.

First of all, thank you very much for the prompt response, I would like to make a couple of considerations on two points of your return, since I feel that I have not been able to correctly express what I was trying to say, causing confusion.

Regarding point (5), I do not pretend that the application resolves my designs, so to speak, but to be able to take more advantage of a tool that already exists.

Currently, if I need to adjust my designs to a space constraint using lossy compression, the only way I can do it is by adding extra data that prevents it from taking up more sprites than I can spare in this process, the problem with this is that if they are not different enough from what I am compressing, they are optimized with the rest of the image, causing me to repeat this operation an infinity of times.

In conclusion, this process requires a great deal of manual correction, so I don't think it does the work for me, but it helps me know where to put my eyes when starting to make the necessary simplifications to adjust my projects. to the limitations of the system, so if you could define the lossy import being able to configure from the beginning "X" number of sprites, it would significantly reduce the workload of many artists.

(7) Actually, the problem is not to do it, but to do it manually, I mean, to achieve this effect, just load the CHR in any image editor and superimpose one part of the tileset on the other using a slight transparency in one of the layers , to achieve the mixing effect, taking into account the blocks where one or another group of attributes will be used, of course.

But after the sprites are mixed, it becomes a real headache, putting together the final title screen, because the more data the layout contains, the more difficult it is to find each sprite and put it in its proper place with the correct attributes. .

Although in any case I am aware that this is my most unreal request, so I understand that it is not taken into account, I just wanted to clarify my point, greetings.

NEXXT communityCreated a new topic List of suggestions

Hi, first I wanted to thank you for giving support again to this great application, I know that maybe these ideas are silly or just unfeasible, but I did not want to miss the opportunity to share my experience, through my concerns 馃槈

  1. Open files by dragging and dropping.
  2. Make the window transparent in a native way for tracing.
  3. Load a larger CHR and be able to associate it with the sprites to be represented.
  4. Possibility to represent screens using breakpoints.
  5. Lossy compress by defining the amount of final output sprites.
  6. Lossy compression of a specific section of the screen.
  7. Compress graphics by color
  8. If there is a Tileset loaded, don't overwrite it, use the free space and reuse the matching sprites.
  9. Rearrange the Tileset data based on another imported Tileset.

(2) This is useful for using guide mockups and for applying palettes.

(3) In large projects, it becomes a headache to manage all the data.

(4) Many title screens use one or more breakpoints to provide more graphics:

(5) You can't always have the full CHR in the end game.

(6) Sometimes it is better not to compress all graphics, especially when you need to write in a common font:

(7) This technique focused on simple screens can practically double the Tileset space without losses, it consists of superimposing 2 different sprites in the same tile, using the colour attributes to hide one, showing the other and vice versa:

(8) When you create a title screen you generally do it thinking about integrating it with other resources, for example. the typography of the game.

(9) To conform to constraints, to reuse resources, or just to facilitate future edits to the graphics, it is sometimes necessary to adjust the Tileset so that it can be interpreted by humans:

Changing the subject, some time ago I designed these icons, maybe you will find them useful:

Pack Icons (7z)

Mor铆 en el boss, pero me divert铆 mucho 馃榿

Es un trabajo incre铆ble, pero esta parte simplemente me frustro. Por otro lado, ser铆a genial poder descargar un savestate (jugu茅 la versi贸n de navegador), para poder continuar la partida en otro momento, realmente me da mucha pena tener que abandonar el juego luego de haberle dedicado tanto, por 煤ltimo, aunque entiendo la dificultad elevada, se agradecer铆a un checkpoint adicional en el nivel donde hay que saltar 3 plataformas rodeadas de minas m贸viles, luego de que inviertes la gravedad, gracias por desarrollar este juego

Muchas gracias por su dedicaci贸n, me parece admirable su actitud 馃槈

C贸mo dicen el trabajo que est谩n haciendo con los gr谩ficos es muy prometedor, aunque espero que en la versi贸n final pulan mucho m谩s el gameplay, ya que el demo actual se siente mon贸tono y frustrante...

El principal problema es que el personaje queda vulnerable gran parte de tiempo, o porque se bloquea pegando, o sujetando alg煤n enemigo involuntariamente cuando necesitas moverte o recibiendo una patada voladora que por m谩s que veas venir con tiempo es muy probable que termines recibi茅ndola.

Y aun as铆, el juego nunca llega a proponer un reto significativo, lo m谩s parecido es al enfrentarte al primer Jefe, pero por quedar atorado por los problemas que ya mencion茅 con el resto de los enemigos. All铆 perd铆 todas mis vidas y despu茅s de un par de gameovers abandon茅 el juego.

Nota: Ignoro si esa es la intenci贸n en el futuro, pero muchos obst谩culos del escenario parecen objetos que uno deber铆a poder romper, por otra parte, deber铆an buscar otro FX, para los chispazos el茅ctricos de las luces, pens茅 que eran alg煤n tipo de rayo que deb铆a esquivar...

(Recomiendo agregarle una animaci贸n de parpadeo a la protagonista, le dar铆a m谩s vida)

Sin darme cuenta pas茅 un largo rato jugando, fue realmente entretenido, mi 煤nica cr铆tica (si se puede decir as铆), ser铆a poder continuar el juego (luego de perder) con la barra espaciadora o alg煤n otro bot贸n, por otra parte, ser铆a genial en las secciones que llegan los p谩jaros que se habilitara moment谩neamente la acci贸n de frenar manteniendo presionada la barra espaciadora, hay veces donde llegan justo cuando debes saltar sobre un obst谩culo y si saltas mueres, pero si no saltas mueres tambi茅n, lo que es un poco injusto, en especial cuando has sobrevivido mucho tiempo...

El juego sigue ejecut谩ndose en segundo plano aun cuando lo cierro, por otro lado, en Mario Bros cuando te subes sobre una tuber铆a con una planta pira帽a, esta no vuelve a salir mientras est谩s encima, hacer esto o dar m谩s tiempo para poder estar en la plataforma ser铆a genial, tener que saltar a los costados de esta es poco intuitivo.


Aunque tiene niveles genuinamente divertidos, siento que este juego todav铆a necesita pulir sus controles, el personaje acelera muy r谩pido y es dif铆cil cambiar de direcci贸n a tiempo, esto es especialmente frustrante en el nivel donde debes esquivar las sierras sobre el ascensor, de igual forma su salto aunque es perfecto para sectores amplios se vuelve muy tedioso para espacios angostos, haci茅ndote morir solo por no tener forma de maniobrar correctamente, haciendo que algunos sectores solo se puedan superar por repetici贸n y azar.

Sugiero que se implemente un doble salto, adem谩s se ver铆a genial si el personaje girara como en el juego Contra, pudiendo saltar poco inicialmente o mucho cuando es necesario.

Por otra parte, otras ideas que pienso que har铆an m谩s interesantes esta aventura serian:

Un contador de muertes.

(No s茅 si ya hay algo as铆) 脥tems para sobrellevar obst谩culos, por ej. 3 shuriken, para poder destruir obst谩culos.

Un bot贸n para respawnear en el punto de control, es frustrante tener que buscar donde suicidarte, cuando retrocedes involuntariamente.

Murci茅lagos o alg煤n tipo de enemigo, para que el escenario no se sienta tan desierto.

Alg煤n nivel con sectores con agua.

Supongo que muchas de estas sugerencias son ideas muy tontas, pero si le铆ste hasta aqu铆 muchas gracias por dejar que prob谩ramos tu juego ;)

La idea est谩 bien, pero necesita mejores gr谩ficos, puntos de control, vidas y un sistema de hits, si tuviera eso ser铆a muy divertido...

The desktop version always starts with the top off the screen, on the other hand, it would be great if the application would use your icon and not the Godot Engine icon.

Es genial que ahora se pueda descargar, prob谩ndolo m谩s a fondo pienso que le vendr铆a genial poder distribuir el texto en varios renglones, por cierto gracias por tomar en cuenta la anterior solicitud ;D

Genial, estar茅 al pendiente 馃槈

It would be great to download the web application, good job!

Another thing that would be useful is to have the ability to disable the program without closing it.

I have already tried it, it works very well, your application is great, thanks again!

Thank you very much for your time and your kind disposition.

I use a notebook, and about resizing the window is impractical and even if I tried, there is no way to reach the edges that are outside the visible area of the desktop monitor.

I can't get it to keep working if I put the window in the background.