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The New 8-bit Heroes: New NES game and creation documentary

Created by Joe Granato

Latest Updates from Our Project:

Changes and updates to the beta that *you* helped with!
almost 9 years ago – Mon, Apr 03, 2017 at 12:45:36 PM

While the *Mystic Origins* quest was sort of incidental and never a planned part of Mystic Searches, it has been incredibly beneficial to get the feedback from everyone.  Between our faithful Kickstarter backers, our supports on Steam, and our friends and NESdev and Nintendo Age, you guys have helped us isolate and eradicate a lot of bugs, and have helped us in finding ways to balance the game play a bit for a wide spectrum of users (those who are old NES pros and those for whom this will be their first NES experience).  

I wanted to discuss a few bugs that were found and correct, and a few of the updates that were added for the cartridge version, and what will be considered the Mystic Origins final build (because back in those days, there was no such thing as DLC to patch fixes!).  So here are the 10 changes to the beta that will appear on the Mystic Origins cartridge.

1) The biggest bug was found by a friend on the NES community who set out to break the game.  And he did.  There was a problem where if you just started mashing notes while in song mode, eventually, under the right conditions, all sorts of chaos would begin to happen - palettes flickering, sprites changing, randomly appearing on empty screens, etc.  This has been corrected.

2) Friend of the project Jeffrey Whittenhagen streamed a playthrough and found a few tiles that were incorrectly *warp up* tiles...seemingly just normal background texture tiles caused the player to warp up and become stuck in the forest.  These were fixed.  On the same note, arguably the projects longest running fan (who I used to share ideas with on the schoolyard as an 8 year old kid, who has seen and been supportive of every iteration), Greg Toussaint, drew my attention to the fact that the forcefield at the end which was *supposed* to say something about a horrible hum instead gave the message from the beginning of the game, and that one of the rock tiles that was not meant to be stompable was stompable, leading to a hole that led the player down to get stuck in a wall!  These were all just problems with our collision tables caused by user error on my part, nothing wrong with the underlying engine.

3) Friends at the Steam community were fairly adamant about the problem of feeling *stuck* against solid objects.  Since this was a fairly common critique, I took this one seriously.  This problem was two-fold.  There was a problem where the player could be knocked back when hurt and end up slightly stuck on the edge pixel of a jumpable object (it wasn't a huge deal since you could jump to free yourself).  Monsters had the same issue.  This was fixed.  The second part was more complex - supporters essentially wanted diagonal strafing.  The concept was easy enough - when the player is pressed against a solid wall and presses diagonal, he should be able to move along the free axis.  I had to rewrite a bit of the movement code for this to work, but now there is a *slow strafe* against solid walls while pressing diagonal.  

4) At random, sometimes monsters would become stuck for an obscenely long time in their hurt state...just continue to move around the room flashing for a long time.  This seemed to be caused by a strange, rogue bank switching error and has been fixed (or at least, endless testing hasn't reproduced the problem where it once was occurring rather regularly).

5) In the HUD, the crystal ball's flashing (when charged) used to be a very fast flicker and looked strange on some methods of play where the timing wasn't so regulated.  We've changed it to become more of a strobe.  We also changed so the four *corners* of the flashing crystal ball display the correct color.  Neither of these things are functional, but make things a bit more aesthetically seamless. 

6) Jumping monsters (jumping snails / forest devil creatures) would become stuck in jumpable objects sometimes.  This is fixed.  Now they bounce until they are no longer over the jumpable tile.  And believe me, I already have some annoying rooms planned for your poor players that take advantage of that!

7) The snail monsters went through a bit of a re-write.  There were two problems - one was a bug and one a preference.  The bug happened if a new snail monster ever respawned on the screen...any snails in the process of digging or emerging would suddenly pop back up to on the surface, rather than continuing their dig or emerge action.  This was yet another bank issue and has been fixed.  The preference - their pop-up was random, and it was this way intentionally.  However most players considered this unfair.  So I took a page out of *Zelda*'s book.  Now you can see a little disturbance where the monster will come up.  This gives you more time to avoid it.  What's fun is, with our stomp mechanic, you can also stomp it while it's still underground, which is oddly gratifying!

8) There was a conversation about respawn points for the player.  Most players were very thankful to find a respawn point once they got to the forest, but hated that they couldn't then reset that respawn point back to near the start of the game.  What I did to demonstrate the mechanic (and also to inject a little narrative) was to make a new screen with a fellow vagabond's tent and camp.  In Mystic Searches, one of the disposable items will be a tent, which will allow you to set your own respawn points wherever and whenever you want (on most screens).  This NPC in Mystic Origins offers you use of one of his tents that he's been considering bringing to market.  Talking to him can set the respawn point there.  So now, there are two potential respawn points that you can set back and forth at any time.

9) A lot of people didn't like that once you got through the swamp and faced the bogmen guards, you had to fight them again to get back to Dariav.  I built a one-way back door to the swamp temple that leads to the sewers under Dariav to prevent the need to do this.  Also, I have placed healing pools which cure poison inside the swamp temple, mostly to demonstrate the concept.

10) A lot of people wanted to actually see the exp system work.  Now it does, for a single time increase.  When you've gotten enough experience, your strength goes up by one.  Again, this is mostly to demonstrate the concept.

Last chance to get the beta cart! You have 24 hours.
almost 9 years ago – Sun, Apr 02, 2017 at 10:50:41 PM

THE GAME: I'm putting in the order at the end of the work day tomorrow.  If you want one of the official beta tester / prequel cartridges, you have approximately 24 hours!  You can get it at the site on the shop page - www.TheNew8bitHeroes.com

Can't wait to introduce you guys to this world, and it only makes us more excited to get the full Mystic Searches in front of you asap! 

THE FILM: Had a great review in Horror Geek Life!  My favorite quote...

"The New 8-Bit Heroes is a blueprint for turning childhood dreams into a reality, and Granato is the Willy Wonka of the original video game generation." - 5/5 stars.

 

See the full review here!

Steam! Sunscreen Details! Good times...
about 9 years ago – Fri, Mar 31, 2017 at 12:53:26 PM

On the game side: As of yesterday, the forthcoming Mystic Searches will be coming to Steam!  For those who pledged for the *digital reward* or any level of pledge that included it, you will receive a Steam key when it becomes available.  Our hope is that when that time comes, you help us spread the word to other Steam users!

On the film side: For those striking distance to St. Pete, The New 8-bit Heroes will be shown as part of the Sunscreen Film Festival on Saturday, April 29th at 12:10 pm at the AMC Sundial. 

All good news!

Sunscreen Film Festival, Beta Cartridge
about 9 years ago – Mon, Mar 27, 2017 at 12:41:32 PM

On the film side, The New 8-bit Heroes is an official selection of the Sunscreen Film Festival.  This is an amazing festival that is close to home.  It has been named one of the top 25 film festivals in the country and was one of only 23 Film Fests in the country to be awarded a Film Festival Grant by the Academy of Motion Picture Arts and Sciences.  An added bonus, we have a lot of supporters of the project in and around St Pete.  This event should be a blast.

Sunscreen takes place the last weekend in April, but we're not sure which day yet as the festival hasn't posted the schedule.  We'll let you know as soon as we know.

On the game side, we are planning to place the first order for the beta-carts on April 1.  We have already discussed with our hardware supplier.  We have managed to track down and eliminate a whole lot of bugs thanks to the help of our beta-testers.  I'm sure that you all will still find ways to break things in the beta!  haha.

If you are interested in a limited, numbered *beta tester* cartridge of Mystic Origins, grab it this week.  April 1st, the order goes in.

Exciting times for The New 8-bit Heroes and Mystic Searches!

First run of prequel/beta cart orders...
about 9 years ago – Fri, Mar 17, 2017 at 10:58:28 AM

We have just talked to our cartridge supplier.  We will be placing the first run of Mystic Origins, the prequel/beta of Mystic Searches, on April 1st.  I was told that it would take approximately a week for turnaround to us, then there will be a little assembly on our part. My guess is that they should arrive to you between the second and third week of April.

It's exciting for us to give you a bonus glimpse into this 8-bit world as a thank you for your collective patience, and hopefully to raise the level of your excitement for Mystic Searches, which hopefully won't be too far behind!

If you want Mystic Origins on a cartridge and would like to be part of its first run, grab it from our website before April 1st!  Also, as stated, this is not for everyone.  This is for the true collectors who want it on a cartridge.  For those just interested in playing the game, it's freely available for you to try out on the site devoted to our Steam Greenlight campaign.

Here are those links again:

1) Vote for us on Steam, play the demo:
http://steamcommunity.com/sharedfiles/filedetails/?id=880758073

2) Order Mystic Origins on cartridge from our website:

http://www.TheNew8bitHeroes.com

For those that may want to upgrade your pledge, please do not order a higher tier (for instance, if you pledged for the cart and want the wooden edition, don't order the wood edition unless you want it in ADDITION to your pledge).  There WILL be an opportunity to upgrade and add to pledges coming soon.  

Thank you everyone for the continued support!