Search found 5 matches
- Thu Feb 14, 2013 6:41 pm
- Forum: NESdev
- Topic: Is this a feasible means of eliminating slowdown?
- Replies: 14
- Views: 4035
Is this a feasible means of eliminating slowdown?
In Contra, just to have an example, the game slows down when there's a lot of action happening. What if invisible sprites (or whatever) were added in whenever a lot of action isn't happening in order to keep the game constantly running at "slowdown" speed, and then the overall speed of the...
- Wed Jan 09, 2013 6:02 am
- Forum: NESdev
- Topic: Game design Sins
- Replies: 68
- Views: 13125
Re: Game design Sins
A couple of these are just my own elaborations on what's already been said because for the most part I agree with all of it.. Except the part where invisible coin blocks that kill you are ever good. They aren't. -Disorientation. Like jumping the hoverbikes in Battletoads. As opposed to jumping aroun...
- Tue Jan 08, 2013 1:22 pm
- Forum: NES Graphics
- Topic: Ironsword concept art
- Replies: 2
- Views: 3123
Re: Ironsword concept art
The eagle is 9 sprites wide in two frames, but the leftmost and rightmost tile are vertically offset just enough to avoid the 8 sprites per scanline limit. That's genius.
- Tue Dec 11, 2012 1:38 am
- Forum: Homebrew Projects
- Topic: First NES game (Mineshaft)
- Replies: 42
- Views: 35099
Re: First NES game (Mineshaft)
I know I'm rather late to the party, but I'd like to add one small critique/request. It could just be my vision, but I find it hard to tell in which direction the moving platforms go. Let's say they're made up of "striped arrows." I think this problem I find would be remedied by thicker st...
- Sun Dec 02, 2012 11:39 pm
- Forum: Homebrew Projects
- Topic: Life Bar made of sprites demo
- Replies: 41
- Views: 12746
Re: Life Bar made of sprites demo
Sorry to burst your bubble, but there seems to be an issue. The first 4 points seem to be off somehow. To see, set the total (right side) to 520 and then count your current (left side) up from 0-5. I think the issue is from numbers 512 and up. However, I couldn't pinpoint it due to another bug. If y...