Search found 512 matches
- Wed May 25, 2016 5:43 pm
- Forum: NESdev
- Topic: Object update order
- Replies: 32
- Views: 10151
Re: Object update order
Interesting to see that discussion made you think about the issue a bit more as well. I figured you guys would know best when it comes to objects modifying one anothers' positions. I haven't done this yet, but I thought about it some more since we talked about it. I would think you would need to tre...
- Sun May 22, 2016 10:40 am
- 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
Am I correct in assuming that not-running is not an option? ...if so, I have a simple title suggestion: "Endless Gunner". I like it. (Un)Fortunately, in this game, you can also stand. Even while not gunning. Gun_Standing_Idle.png The game is intended to take inspiration from, and parody K...
- Sun May 22, 2016 9:10 am
- Forum: NES Music
- Topic: GGSound: a lightweight sound engine for games
- Replies: 94
- Views: 62942
Re: GGSound: a lightweight sound engine for games
I figured out the issue with this one. It's pretty small and wouldn't actually be visible from just the Famitracker file. It had to do with the linker which references the files containing song data as well as the one containing GGsound constants. It had the include for the DPCM file commented out, ...
- Fri May 20, 2016 9:11 pm
- Forum: 2016 NESdev Competition
- Topic: 2016 Compo Entry Progress Thread - Run 'n' Gun
- Replies: 18
- Views: 27573
2016 Compo Entry Progress Thread - Run 'n' Gun
Get ready to blast your way through multiple levels of two-player cooperative action in "Run 'n' Gun", starring our heroes;
Run:

and Gun:

Run:

and Gun:

- Thu May 19, 2016 7:58 pm
- Forum: General Stuff
- Topic: James Rolfe's reaction to Ghostbusters trailer creates drama
- Replies: 35
- Views: 10658
Re: James Rolfe's reaction to Ghostbusters trailer creates d
I get the impression that movies are his real passion, and he'd like to have as much of a voice in film fandom as he does for games. What I felt was essentially the overarching point that he doesn't think it looks good so he won't see it. And I tend to agree that a lot of people won't do the same, o...
- Thu May 19, 2016 7:39 pm
- Forum: 2014 NESdev Competition
- Topic: Let's get organized
- Replies: 5
- Views: 14887
- Thu May 19, 2016 3:53 pm
- Forum: 2016 NESdev Competition
- Topic: Planning
- Replies: 202
- Views: 125705
Re: NesDev compo 2016
Old habits die hard :( Was this just a terminology error? I can be bad with that too and I wouldn't fault somebody for a mistake. Did you just mean essentially discreet 64KB Action 53 compatible mapper when you said NROM? In the beginning I went from this, from the 2014 rules: Mapper 28 compatible ...
- Thu May 19, 2016 3:25 pm
- Forum: 2016 NESdev Competition
- Topic: Planning
- Replies: 202
- Views: 125705
Re: NesDev compo 2016
I thought that it had been pretty clear that the categories would be pretty much identical to the 2014 rules. Here are a few sources of the confusion as to why people would believe that NROM specifically is the only mapper that's allowed for the main category: I think that two categories would be g...
- Thu May 19, 2016 9:03 am
- Forum: 2016 NESdev Competition
- Topic: Planning
- Replies: 202
- Views: 125705
Re: NesDev compo 2016
na_th_an wrote: IMHO, I'd rather have these categories: 1.- Multicart-compliant 2.- Anything goes Restricting category 1 to NROM is not a good idea. That would encourage some people to trim games to fin in NROMs to get the bigger prizes. Those are the categories. I thought the categories were: 1. N...
- Wed May 18, 2016 9:07 am
- Forum: 2016 NESdev Competition
- Topic: Planning
- Replies: 202
- Views: 125705
Re: NesDev compo 2016
I proposed cash prizes of: $512, $256, $128, $64, $...... for the main category and $128, $64, $32 for the anything goes category. We'd like some feedback on these suggestions. So am I understanding correctly that what is understood as the "main category" is NROM? The prize being 4 times ...
- Tue May 17, 2016 2:10 am
- Forum: Newbie Help Center
- Topic: za909 "helpme" - thread
- Replies: 43
- Views: 11207
Re: za909 "helpme" - thread
This thread has brought me to reconsider the way I was structuring some things and I feel that I've probably given you somewhat bad advice. The issue with testing two objects before both has been moved is that it creates a variance between the positions of the objects displayed in the game, and the ...
- Sat May 14, 2016 11:23 pm
- Forum: Homebrew Projects
- Topic: Assets for the Nesdev Compo 2016
- Replies: 27
- Views: 20302
Re: Assets for the Nesdev Compo 2016
True, spawning of enemies in a group can be spread out over several frames, one enemy per frame. But, say, the spread gun in Contra spawns five bullet objects in one frame. Unless of course you're spamming the fire button to take advantage of the spawning pattern and unleashing an onslaught of dama...
- Sat May 14, 2016 11:11 pm
- Forum: Newbie Help Center
- Topic: za909 "helpme" - thread
- Replies: 43
- Views: 11207
Re: za909 "helpme" - thread
so they can't have their AI run in the same frame they were crated. Thank you, I guess I'll be able to figure something out. This might not be a serious concern for you. If your game doesn't have a lot of bullets, and if those bullets don't have to aim in the direction of the player, then I don't t...
- Sat May 14, 2016 11:24 am
- Forum: Homebrew Projects
- Topic: The Legends of Owlia
- Replies: 97
- Views: 72965
Re: The Legends of Owlia (releasing 3-31-16)
I'd like one. I had no idea that the NA auction was going on.rainwarrior wrote:Why wouldn't it be allowed? There are a lot of people here who would like to know when your game is released.GradualGames wrote:I tend not to plug commercial selling of my games, here, though, as I don't think that's allowed.
- Thu May 12, 2016 4:50 pm
- Forum: Newbie Help Center
- Topic: za909 "helpme" - thread
- Replies: 43
- Views: 11207
Re: za909 "helpme" - thread
But in what order should I run the AIs? I think this probably depends a lot on your game structure. In my current project, I separate players, enemies, player bullets, and enemy bullets into different loops, so that each of them can be as minimal as possible. The workload for each is quite differen...