I quickly ran out of memory.

So the game is short.
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Thank you.
The game uses 16x16 metatiles. Also, only 16 tiles in any given map, so a tile can be stored in a nibble.
Can you expand on this? I don't get it.
Thank you for checking the game out.
16x16 movement is tightly coupled to the engine. Maybe my next game will be 8x8 based and include diagonal movement.DRW wrote: ↑Sun Mar 01, 2020 9:03 am Some suggestions:
Diagonal movement makes the game less stiff.
If you don't do pixel-precise movenemt, you should still let the movement happen at 8 x 8 pixels instead of 16 x 16.
Scrolling would make the game look more professional.
(Yes, you would have to remove the mechanic where you switch the name table to simulate animted background tiles.)
You can equip the sword to A. You need to un-equip it from B first.
Thank you very much for this. It should be an easy fix.DRW wrote: ↑Sun Mar 01, 2020 9:03 am You positioned your offscreen sprites at y position 0 and at 224. You should use a value beyond 240 because the sprites are visible when the emulator shows the whole resolution.
(General hint: When programming a game, always set the emulator to the whole resolution.)
Well, inns serve as checkpoints. They work like traditional rpg savepoints. You lose data on power off, of course.
Art organization was made as I went, so lots of inefficiency. As for colors, I used pretty much a single palette the whole game. Once again, I wanted to keep things simple.
I don't see the issue here. A simple plus 1 suffices. I just like my 0 as null c-style.DRW wrote: ↑Sun Mar 01, 2020 9:03 am Putting the background tiles for numbers at the start of the pattern tables (instead of using an empty tile as tile number 0 and using digit 0-9 at tile 1-10) might make it easier/smaller in the code to show numbers on screen. Because in this case, the tile index equals the actual output number, i.e. digit 0 is tile 0, digit 5 is tile 5 etc.
I agree with you on this. I will keep it in mind for next time.DRW wrote: ↑Sun Mar 01, 2020 9:03 am And a personal suggestion: I never really liked it when in-game characters or signs talk about gameplay-related things, i.e. NPCs telling the hero to press Start. This takes you out of the narrative.
If you need to teach the player the mechanics in the game itself, I would suggest some kind of narrator. But people and objects within the world should only reference things that actually exist in-universe, like with which weapons which opponent can be defeated.
Oh... I thought it was pretty obvious from the way I laid it out!
Yeah, those projects look very interesting. When I last checked your Twitter account, I saw that you're working on a ton of games. Not only "Cat Quest", but various top-down adventure-like games with different art styles (one looked like a "Zelda" game, one looked like "Hydlide", one seemed to be a Rogue-like), a game inspired by "Son Son", some side scroller etc.
Still, I'm curious: How many screens are there in the current game?
Sure, but different palettes are still a simple thing, even in NROM games. I'd suggest you sacrifice one byte (or nibble) per screen to store an index to a palette.
In the end, it's your decision, but let me tell you: Even in C, 0 doesn't always mean NULL. Instead, the current situation is more like the situation of an array that starts at index 0 or an enum that starts with value 0 by default. An empty tile doesn't really compare to the situation of a NULL pointer, i.e. an address in memory that points to nothing.
I mean text boxes that talk to the player directly instead of to the hero, so that you have a clear distinction between in-universe narration and gameplay interface tips.
I didn't get to play it seriously yet due to not having had the time yet, I just ran around a bit.
Looking good!
I like that.
Actually, I need something with more prgrom too. I was looking at UNROM. I like the switchable 16k prg feature with chram instead of chrom. But I will need to re-organize the rom for this to work.DRW wrote: ↑Tue Mar 03, 2020 5:07 pm Also, have you considered switching to CNROM? It's like NROM, but allows you to switch out the graphics. Instead of one collection of 512 tiles, you can have four collections. This way, you can use individual tiles and sprites for the overworld, dungeons, towns etc., but the rest of your program is still like in NROM.
Alp, what about the other your games? Cotton and Candy and Cotton and Candy 2?
First, I will like to thank you for your time and for testing our little game.
I haven't properly tested the game in real hardware so I don't know about that issue. Thanks for reporting it, nonetheless. I changed the code for the fade out somewhat for the current version, so it may already be fixed.
This is a game design error. It never occur to me that someone will take the the key and leave behind the queen.link_7777 wrote: ↑Sat Mar 14, 2020 11:42 am I'm wondering if I missed a key somewhere? The first time I rescued the queen, but then couldn't get across the mountain because I didn't have a key, so I was stuck. Today I tried skipping the queen figuring I could come back later when I had more keys. I got further, but I got stuck after the boss in the ice staff cave. I presume I was supposed to collect the heart after killing the boss and that would unlock the cave door? I was at max hearts (with no queen) and I couldn't collect it, plus it despawned after leaving the room. Presumably if I have gotten the queen earlier she could have picked it up. So I guess I'm wondering if I missed a key or if there are insufficient keys?
Thanks for playing! How far did you made it?