Re: Opinions on my NES style game
Posted: Thu Apr 02, 2015 12:20 pm
I'm not really a fan of thread splits, I just thought it was funny how much we're talking about slopes in here.
Its palette has enough room to accomodate for it? In fact the large orange stalactites are using the same palette (for some reason they seem to be sprites as well even though they never move).OneCrudeDude wrote:That is pretty good, however I wonder why the elevator has a black outline, when it's a "sprite"?
Are you talking about Battletoads? or the parallax demo?OneCrudeDude wrote:
And little demos like these are often disheartening because no NES game could ever look that slick, not then due to technological constraints (cartridge memory, infantile memory switching hardware), and certainly not now because, well, assembly is admittedly a pain in the ass. It might have a few taboos such as flicker (to be fair, Konami gave the scanline limit the middle finger for their post 1990 games), but everything else looks reasonable. In short, games like these are basically what the NES could've been like, but will never be.
Probably the game in the first post, which I think is doable on the NES, at least in its current state.hawken wrote:Are you talking about Battletoads? or the parallax demo?
Can't you recycle ASM code from earlier projects? I'm pretty sure somebody already has a code for all of these things.OneCrudeDude wrote:That is pretty good, however I wonder why the elevator has a black outline, when it's a "sprite"?
And little demos like these are often disheartening because no NES game could ever look that slick, not then due to technological constraints (cartridge memory, infantile memory switching hardware), and certainly not now because, well, assembly is admittedly a pain in the ass. It might have a few taboos such as flicker (to be fair, Konami gave the scanline limit the middle finger for their post 1990 games), but everything else looks reasonable. In short, games like these are basically what the NES could've been like, but will never be.
Wait, I thought you were talking about the Battletoads video (welp).OneCrudeDude wrote:@Sik: I was referring to how the lift appears to be a "solid brick" when it's graphic doesn't look like it. Perhaps he was trying to emulate the limitations of moving BG tiles, but since it's moving, it should be classified as a sprite. It's hard to see the "solid brick", but believe me when I say it's there.
The problem would be more that the Super Famicom took too long (which would eventually hurt Nintendo in the long term once the generation after that came in).OneCrudeDude wrote:By the time developers started giving their games more substance, the NES was already old news, and even major developers like Nintendo themselves stopped caring about their NES output.