Damn, I wasn't getting notifications here so I'm a bit behind haha.
I want to clone patapon. It's abandonwear at this point. Sony ain't bringing the PSP back and it seems like the PS4 is no place for fun little rhythm games, so patapon is dead. Still one of my favorite games for its unique style and charm.
My buddy does picel art for me whenever we do game jams. He's been itching to make a rhythm game, so I'll run this by him. If not a clone, I could definitely make a version of this for a jam, and I typically stream the code process over at twitch when I do them.
Collaspe!!! if anybody remembers this. I'm sure it's still around but I would like to clone one or make my own rendition of it. I just don't understand how puzzles work unfortunately
Collapse would be great! I'm working on a larger project atm, so I was hoping to grab a small game to work on. This, or something like it, could be it!
I don't know what classic i would like to clone...
All what i think about this is to clone games that are not actually classics instead of games that are actually classics... sorry...
Please, drop them ideas at me! I really do get a kick out of cloning classics, but a few modern titles have been coming to my mind lately. Very likely that I will end up bouncing back and forth haha.
Not sure if it's a traditional "classic" but I've always wanted to do a shining force clone.
Never heard of Shining Force, but I will definitely be doing a turned-based game at some point. But it likely wont be for a while =/
My first thought is Chrono Trigger, but since you're looking for something a little more simple that you can show in a tutorial, how about the old NES game Balloon Fight? Does anybody remember Balloon Fight?
BALLOON FIGHT! This has been on my list for a long while now! I hope to not disappoint haha.
PONG, Break Out, DIG DUG
Also...if you make a playable demo with Pause Menu, HTML 5 auto Fullscreen and High Score table...
It would greatly be appreciated.
I have the html5 export, which I utilize whenever I do game jams. I can definitely toss that in to one of the clones soon!
High score table is easy to do locally, but I've had issues with it while using HTML5. So that might depend on what I learn first haha.
I got started on Castlevania III long, long ago. I just peek at its (the NES game) code every couple of weeks until my ADHD kicks in. lol Or I dabble in cleaning up my code, because I've rewritten it so many times - another aspect of ADHD.
I've been working kinda on PuyoPuyo (the NES version). Have the chaining algorithm done, just working on game mechanics.
I have most of the code done for my Pac-Man clone but haven't finished it because I got distracted (ADHD) with trying to make a random Pac-Man maze generator that I was satisfied with (and haven't found yet).
To a lesser extent, I know the feeling! I often create a desire to create a certain mechanic and before finishing the actual game I feel satisfied enough and move on haha.
When it comes to NES/SNES my mind goes straight to Super Ghouls And Ghosts. I replicated the movement mechanic for a jam I did last year. Hella complaints that it was too hard XD
I'm pretty sure he meant only using tiles for the maze and the pellets, not for Pac-Man and the ghosts, oh and the fruit. an empty path has a tile value of 0, naturally; a pellet has a tile value of 1; anything higher than that is a wall tile. You could make Pac-Man, the ghosts, and the fruits tiles, but that's not necessary at all, as you would still need a whole slew of variables to keep track of the same things objects could take care of easily. The maze and pellets don't need to be updated every step, so they don't need objects.
Every step (i think), Pac-Man or the ghosts update an array of all the tiles around them NESW. Every 8 pixels the ghosts track Pac-Man's position and attempt to move toward him. The fruit was just random movement every 8 pixels, I think. Pac-Man didn't need to have all four directions checked every step, since he only can move in the direction that the player says; and the ghosts and fruit don't need to be checked every step because they can only move when aligned to the grid anyway; it was just easier for them to loop through all the objects and update their tiles every step.
Yeah, I think you're right. And pretty spot on with your thoughts on implementation.
Although, you might not have known, the various ghosts have different behaviors. I've forgotten which is which, but one will move directly towards Pac, one will chase but avoid direct confrontation, one will try to predict where Pac is going to move next, and I don't recall any others. Hella neat and I didn't realize until researching for making a clone of it haha.