Search found 688 matches
- Sun Sep 04, 2022 11:17 pm
- Forum: NES Graphics
- Topic: LASEReyes
- Replies: 108
- Views: 80512
Re: LaserEyes
For the bottom-facing player sprite, since the laser is always on, draw that sprite with a hole? Seems like the best idea. By the way, I've been implementing all these assets into GameMaker Studio 2, so I haven't been working on graphics... until now. So I decided to allow the player to walk and tu...
- Mon Aug 15, 2022 10:33 pm
- Forum: NES Hardware and Flash Equipment
- Topic: Dual D-Pad Controls (and a minor rant)
- Replies: 19
- Views: 2150
Re: Dual D-Pad Controls (and a minor rant)
We talked about this more in the posts that followed but: Oh. Is that what all that jargon meant? I'll read it slowly and see if I can understand. So, to read more than one controller from a SNES multitap on an NES would require a custom adapter, sadly. Check lidnariq's suggestion on the previous p...
- Mon Aug 15, 2022 12:06 am
- Forum: NES Hardware and Flash Equipment
- Topic: Dual D-Pad Controls (and a minor rant)
- Replies: 19
- Views: 2150
Re: Dual D-Pad Controls (and a minor rant)
You could potentially use a SNES multitap connected to an NES with an adapter, as long as the adapter wires both D0 and D1, and not just D0. Otherwise you might make your own adapter to connect 2 SNES controllers into 1 NES port via D0 and D1. The original Famicom could almost do this, if it didn't...
- Wed Aug 10, 2022 10:44 pm
- Forum: NES Hardware and Flash Equipment
- Topic: Dual D-Pad Controls (and a minor rant)
- Replies: 19
- Views: 2150
Re: Dual D-Pad Controls (and a minor rant)
There is no limit on the number of buttons that can be read by the game. Sounds promising. :) All existing 4 player adapters, however, do impose limitations on controllers. Damnit! :x I'm not sure why you would want to use a Fourscore though, there are already NES homebrew that supports the SNES co...
- Sat Aug 06, 2022 11:57 pm
- Forum: General Stuff
- Topic: Completed
- Replies: 3
- Views: 1269
Re: Sale
Which version of the Everdrive MD is it? Also, are you selling these in a set or individually?
- Sat Aug 06, 2022 11:52 pm
- Forum: NES Hardware and Flash Equipment
- Topic: Dual D-Pad Controls (and a minor rant)
- Replies: 19
- Views: 2150
Dual D-Pad Controls (and a minor rant)
So a minor limitation that some games go through when being converted for the NES (like from arcade) are the limited buttons of the NES. One particular control style I'm interested in is the twin stick of shooter games like Smash TV. I know this game was ported to NES. I've yet to play it. I read so...
- Mon Aug 01, 2022 6:47 am
- Forum: General Stuff
- Topic: Over five million SNES Classic Minis sold . . .
- Replies: 12
- Views: 1849
Re: Over five million SNES Classic Minis sold . . .
The Virtual Boy. I mean, with the advent of VR...iNCEPTIONAL wrote: ↑Sun Jul 31, 2022 5:47 pmSo, what Mini would you like to see Nintendo release next
- Sat Jul 30, 2022 9:42 pm
- Forum: General Stuff
- Topic: The 16-bit War. . . .
- Replies: 52
- Views: 3813
Re: The 16-bit War. . . .
audio channels 6 Genesis has some tricks up its sleeves to go beyond the on-paper specs, such as using the legacy Master System sound chip alongside the Genesis sound channels for more sound channels than the SNES ultimately, although those extra channels sound even more limited and dated than the ...
- Wed Jul 27, 2022 9:56 pm
- Forum: General Stuff
- Topic: Utilizing Game Maker for 2D Online Multiplayer
- Replies: 37
- Views: 4982
Re: Utilizing Game Maker for 2D Online Multiplayer
How'd you get a perpetual license? I'm jealous. 4 years ago. They don't do that anymore, I'm afraid. I thought they stopped letting you get updates. You mean to the script files or the extension itself? I think you should just let Mick upload your example. I didn't edit the extension itself (dlls o...
- Sun Jul 24, 2022 11:01 pm
- Forum: General Stuff
- Topic: Utilizing Game Maker for 2D Online Multiplayer
- Replies: 37
- Views: 4982
Re: Utilizing Game Maker for 2D Online Multiplayer
I'm using the latest GMS2 (I have a perpetual desktop license). How'd you get a perpetual license? I'm jealous. What error are you getting? I wish you would have asked me this before I gave up on this asset and deleted my error text files. You may want to edit GME the same way I did. Look in the th...
- Sun Jul 17, 2022 6:14 pm
- Forum: NES Graphics
- Topic: LASEReyes
- Replies: 108
- Views: 80512
Re: LaserEyes
I counted all the tiles I'm using so far: HUD / 'EXIT' text: 24 Lasers: 53 Stage Elements (bricks, pillars, boundary, bombs): 144! :shock: (the bomb explosion alone takes 48) This totals 221 and only leaves me with 35 tiles for the cracked/breaking brick walls. I suppose the laser tiles could be loa...
- Fri Jul 15, 2022 10:38 pm
- Forum: General Stuff
- Topic: Utilizing Game Maker for 2D Online Multiplayer
- Replies: 37
- Views: 4982
Re: Utilizing Game Maker for 2D Online Multiplayer
That's the same one I couldn't get to work. Which version of GMS2 are you using? I'm on v2022.2.1.618
- Thu Jul 14, 2022 10:34 pm
- Forum: NES Graphics
- Topic: LASEReyes
- Replies: 108
- Views: 80512
Re: LaserEyes
I really hate making these small updates, but I didn't like how the center pillars seemed wider than the angled ones. I found a fix which also helps make them appear taller: pillar_compare.png All 3 perspectives: pillars1.png Edit: Or I could just do this: pillars3.png Edit: another small update, I ...
- Mon Jul 11, 2022 10:01 pm
- Forum: NES Graphics
- Topic: LASEReyes
- Replies: 108
- Views: 80512
Re: LaserEyes
This color scheme works great!
What do you think? It's the first subpalette, and it gives the block a pinkish tint. Here's how it would look: (I guess it could "shine" while a player is next to it.)- Sun Jul 10, 2022 11:28 pm
- Forum: NES Graphics
- Topic: LASEReyes
- Replies: 108
- Views: 80512
Re: LaserEyes
Having pushable pillars adds another issue: Here's my sprite palettes: https://forums.nesdev.org/download/file.php?id=22679 Here's my bg palettes: bg_palette_w_laser.png (first two are used for blocks, second two are used for lasers) I think while the pillars are moving, they should use sprite tiles...