Search found 189 matches
- Sat Aug 28, 2010 3:34 am
- Forum: NESdev
- Topic: Moving platforms / movable objects
- Replies: 13
- Views: 5959
Well, I'm not even sure if my current method is any good, it basically goes like this: The platform and player keep their Y-position of the previous frame in memory. If their collision boxes overlap, it is checked whether the player was above the platform in the previous frame. If so, he's ejected u...
- Fri Aug 27, 2010 7:51 am
- Forum: General Stuff
- Topic: Interest in a nesdev coding compo?
- Replies: 173
- Views: 49209
I'm not sure if the the compo would ever really get going with a flexible deadline. I won't have a lot of time to spend either, so I'll be going for a very small project for the minigame category. Sure, people that have lots of time on their hands will have better results, but I'd really love to see...
- Fri Aug 27, 2010 7:00 am
- Forum: NESdev
- Topic: Moving platforms / movable objects
- Replies: 13
- Views: 5959
Glad you found it to be useful, Banshaku. It seems to translate well to 6502 ASM, but I don't claim it's the best way to do it. Anyone is welcome to modify/improve/extend the code or provide other ideas. I'll get back to you on collisions, 'cause I have to go out now. Tokumaru, I'd still be interest...
- Wed Aug 25, 2010 9:30 am
- Forum: NESdev
- Topic: Moving platforms / movable objects
- Replies: 13
- Views: 5959
Alright, I whipped up some C code to test my ideas. This doesn't have all of the features I talked about, yet, but it's simple and the collision detection should be pretty fast when converted to 6502 ASM. Currently, the platforms behave like Item-1, 2 and 3 in Mega Man 2. You can stand on them, but ...
- Wed Aug 18, 2010 9:13 am
- Forum: NESdev
- Topic: Moving platforms / movable objects
- Replies: 13
- Views: 5959
- Mon Aug 16, 2010 11:52 pm
- Forum: NESdev
- Topic: Moving platforms / movable objects
- Replies: 13
- Views: 5959
Sounds good, but there's one case in which it will screw up my movement speed-dependant BG collision. ---+ W | A | L | +-----+ L | | PLA | ---+ | YER |-> slowly moving right +-----+ +----------+ <---| PLATFORM | moving left at a higher speed +----------+ If the player gets pushed into the left wall ...
- Mon Aug 16, 2010 5:54 am
- Forum: NESdev
- Topic: Moving platforms / movable objects
- Replies: 13
- Views: 5959
Moving platforms / movable objects
A few days ago I decided to add support for moving platforms to my platformer engine. However, my brain is having a hard time coming up with an implementation that's fast and doesn't cause all kinds of havoc. By moving platform I mean any object that is "solid" and movable within the game ...
- Sat Jul 24, 2010 12:57 pm
- Forum: NES Music
- Topic: Famitracker Plugins: sound driver + demo rom, text exporter
- Replies: 47
- Views: 29653
- Wed Jul 21, 2010 12:43 am
- Forum: General Stuff
- Topic: Interest in a nesdev coding compo?
- Replies: 173
- Views: 49209
Wow, well I thought you ment like sound engines and stuff, but if your gona use a full engine already made I might as well not enter :P Although I do think it's fair to you it just my simple planned Mini-game (Not really) won't be able to compete :/ Yup, it wouldn't be very nice towards other parti...
- Tue Jul 20, 2010 1:18 pm
- Forum: General Stuff
- Topic: Interest in a nesdev coding compo?
- Replies: 173
- Views: 49209
- There should be no limitations for using pre-existing code (impossible to control) Agreed. I wonder what's the consensus on this matter. Let's say I wanted to use my existing platformer engine and build a new game on top of it... while still extending the engine's functionality, effectively worki...
- Sun May 02, 2010 11:22 pm
- Forum: NESdev
- Topic: RAM dump for testing random number functions
- Replies: 7
- Views: 2841
- Tue Apr 27, 2010 11:58 pm
- Forum: General Stuff
- Topic: Favorite Mega Drive/Genesis soundtrack
- Replies: 19
- Views: 7305
Ristar is clearly my favorite soundtrack on the Genesis.
Followed by:
Also, all the metal heads on this forum should check out M.U.S.H.A.. A very frantic and highly enjoyable soundtrack if you can get used to the FM guitars.
Followed by:
Also, all the metal heads on this forum should check out M.U.S.H.A.. A very frantic and highly enjoyable soundtrack if you can get used to the FM guitars.
- Tue Apr 27, 2010 1:19 pm
- Forum: General Stuff
- Topic: Favorite SNES sound track?
- Replies: 17
- Views: 6560
- Sun Apr 25, 2010 10:25 am
- Forum: NESdev
- Topic: Anyone think RPG's would be good to develop?
- Replies: 52
- Views: 15264
The amount of work needed for content IS pretty insane. If you feel safer as an artist than as a programmer an RPG could be for you. Nevertheless, I don't recommend choosing a too ambitious project either. No need for a 20+ hours RPG that may or may not bore people to death. Don't try to write the m...
- Sun Apr 18, 2010 1:35 am
- Forum: NES Music
- Topic: non NES musical inspiration?
- Replies: 25
- Views: 10675
Maybe some of you guys are familiar with YMO ? I've really been enjoying their stuff. I remember my parents used to have some YMO tapes lying around that I've always wanted to listen to, but did not. Should have done so, seems to be pretty good stuff. :) Wendy Carlos In this context I'd like to men...