Here lies the code I used to submit a game to NES Jam 2025 on itch.io
The game can really only be considered a prototype in it's current state, although it is full playable to the end.
It was an excuse for me to build a mini-engine which can emulate the graphical style of the NES/famicom console.
Features of this graphically are...
- all graphics are formed of 8x8 tiles
- tiles can be coloured using a range of 8 palettes
- each palette has 3 colors and transparent
- backgrounds are fixed grids of tiles
I didn't finish all the features but it's still being worked on. Some of the todo list is...
- sprites are formed from a finite pool of 64 tiles
- animate background tiles
- sound effects
- background music (multi channel?)
You need lime (haxe cross target application toolchain) -> https://lime.openfl.org/docs/home/
Then you need the libraries.
haxelib install peote-view
haxelib install input2action
haxelib install deepnightLibs
haxelib install ldtk-haxe-api
Then you can run it.
lime test hl
If you build with the -debug
flag then you can preview the palette changes, check the tilemap collisions and log arbitrary information at run time.
Press F2 key at run time to toggle the tile/data debugging.
lime test hl -debug
You can also use a browser debugger to step through the hx source with the web build (e.g. check Sources tabin chromium DevTools).
lime test html5 -debug
The release is html5 (for distribution on itch).
There is a script build-release.sh
for bundling the final html5 build into a zip. This script needs ldtk-crush to be installed.