Search found 512 matches
- Sat May 28, 2016 10:44 am
- Forum: NESdev
- Topic: Anyone able to run Super VCD Games 300 on PC?
- Replies: 26
- Views: 19074
Re: Anyone able to run Super VCD Games 300 on PC?
Yeah I feel like you're going to take way more time to try to analyze a poor way of doing something and any info you get out of the process is most likely going to be bad information. Is there a mind-bending game here that does something unheard of? I dunno. I'm programming an NES game so who am I t...
- Sat May 28, 2016 10:24 am
- Forum: phpBB Issues
- Topic: Mods' silent corrections to users' posts
- Replies: 57
- Views: 44489
Re: Mods' silent corrections to users' posts
I had a thread split for a conversation on Freedom Fries and I felt like the split changed the context of what I was saying. I would have started the split when I mentioned that I felt the abbreviation of Compo was strange. As it stands, the thread starts midway in a conversation, which seems a bit ...
- Sat May 28, 2016 10:07 am
- Forum: Homebrew Projects
- Topic: Vigilante Ninja (edit)
- Replies: 290
- Views: 115021
Re: Vigilante Ninja (edit)
Looks better. I wish you didn't have to have square foliage though.
Why is this limit in place? Is the benefit significant?dougeff wrote:...my game's graphic system has a limitation of 64 unique metatiles per level, and I'm stretching this level to the maximum.
- Sat May 28, 2016 10:02 am
- Forum: NESdev
- Topic: Anyone able to run Super VCD Games 300 on PC?
- Replies: 26
- Views: 19074
Re: Anyone able to run Super VCD Games 300 on PC?
This has no relevance to NES programming or NES games themselves. It's just an arbitrary piece of software without much worth. So, why is this of any interest at all? I gotta say, I agree with this. If somebody wants to take their time to do it, that's fine, but personally I haven't the slightest i...
- Fri May 27, 2016 4:34 pm
- Forum: NESdev
- Topic: Object update order
- Replies: 32
- Views: 10151
Re: Object update order
I wouldn't think that the bulk of your CPU time should be spent on graphics. If you run a very complex metasprite engine, that's going to significantly cut into the number of objects you can have on screen, the complexity of your game logic and interactions. If your metasprite engine is robust enoug...
- Fri May 27, 2016 3:05 pm
- Forum: NESdev
- Topic: Object update order
- Replies: 32
- Views: 10151
Re: Object update order
You'll probably want to add variables to your objects as they're needed. Nothing wrong with doing what works now and putting another variable when you have a routine to use it. tokumaru wrote: - logic routine index (1 byte); Is this really needed? I simply call upon a specific logic routine that dep...
- Thu May 26, 2016 9:42 pm
- Forum: 2016 NESdev Competition
- Topic: 2016 Compo Entry Progress Thread - Run 'n' Gun
- Replies: 18
- Views: 27573
Re: 2016 Compo Entry Progress Thread - Run 'n' Gun
I've always wanted to beat the "FAMICOM!!" laser issue with a raster effect, be it a BG disable (jitter of which can be hidden behind the gun sprite), emphasis bits, or a BG bankswitch. Oh geez. Never get the laser! Worst weapon ever. And the flamethrower can dodge enemies completely. May...
- Thu May 26, 2016 8:07 pm
- Forum: 2016 NESdev Competition
- Topic: 2016 Compo Entry Progress Thread - Run 'n' Gun
- Replies: 18
- Views: 27573
Re: 2016 Compo Entry Progress Thread - Run 'n' Gun
But, Stallone and Schwarzenegger sound funny, and they have distinct voices which would sound particularly funny with (impersonated) death groans. Plus I have assets related to these characters as Stallone and Schwarzenegger, and not just the head sprites. The cover images for the first Contra were ...
- Thu May 26, 2016 7:39 pm
- Forum: General Stuff
- Topic: Character Diversity in *your/our/modern* NES Games
- Replies: 159
- Views: 34953
Re: Character Diversity in *your/our/modern* NES Games
Here's a (IMO) good article on skin colour and biased dynamic range. How do you think it compares the palette choices made for third/fourth gen consoles? Well, I feel it was less of an issue for the fourth generation, but the limited palettes of the NES don't lend well to visual diversity in any wa...
- Thu May 26, 2016 5:22 pm
- Forum: NESdev
- Topic: Object update order
- Replies: 32
- Views: 10151
Re: Object update order
Directly moving an object is a way to make an object that's pushed after it has already been processed not to be displayed in the wrong place. Changing the velocity after it's been processed will do nothing until the next frame, so it doesn't really fix the problem. Does your engine update the spri...
- Thu May 26, 2016 2:15 pm
- Forum: NESdev
- Topic: Object update order
- Replies: 32
- Views: 10151
Re: Object update order
I'm considering allowing objects to modify another object's positions, but nothing else. Would you modify the object's position or its velocity? If you could modify its velocity, then its movement would still be encapsulated. There might be a 1 frame delay between the object being pushed and it rea...
- Thu May 26, 2016 2:11 pm
- Forum: General Stuff
- Topic: Character Diversity in *your/our/modern* NES Games
- Replies: 159
- Views: 34953
Re: Character Diversity in *your/our/modern* NES Games
Believe it or not, I was considering doing a Metroid reveal at the end of my game, to show that the Ninja is secretly...some kind of minority, perhaps trans-gendered or gay or something, but I still feel it's a bit disingenuous. What if he took off his ninja outfit and he was just a normal guy stan...
- Thu May 26, 2016 1:09 pm
- Forum: General Stuff
- Topic: Character Diversity in *your/our/modern* NES Games
- Replies: 159
- Views: 34953
Re: Character Diversity in *your/our/modern* NES Games
The character definitely needs to be designed for the darker skin tone from the beginning, because the skin tone sometimes needs to be the dark/outline color in the sprite's palette. If you want to use a simple palette swap to achieve light skin and dark skin, you're usually stuck using black as yo...
- Thu May 26, 2016 12:55 pm
- Forum: 2016 NESdev Competition
- Topic: 2016 Compo Entry Progress Thread - Run 'n' Gun
- Replies: 18
- Views: 27573
Re: 2016 Compo Entry Progress Thread - Run 'n' Gun
Please tell me Run n Gun is short for: Clarence "Run" Rundstrom & Gunthar "Run" Washington, or the like. That's pretty good. Gunther would be a fitting name for the Austrian character. I'd also need a fitting Italian-American name for the second character. Also, have you con...
- Wed May 25, 2016 7:21 pm
- Forum: Homebrew Projects
- Topic: Vigilante Ninja (edit)
- Replies: 290
- Views: 115021
Re: Vigilante Ninja (edit)
Hmm... I'd say for defining the shape of the cylinder of the tree, not bad. And I could see this as an NES tree. It makes me think of Wood Man, minus the mechanical tree aspect. Or maybe Kirby-esque. There are some weird things about the scene as a whole I'd change though. The short stubby branches ...