Re: What do we want in a tutorial?
Posted: Tue Aug 11, 2015 1:33 pm
How about an old tutorial for how to use Famitracker? https://www.youtube.com/watch?v=bwNElW5IEo0
Yeah, this. Or maybe for something more complex, a shmup that has player, bullets and enemies (no background or scoring or whatever, just a barebones one). In any case it would be way more useful in order to get started understanding how to make games on the NES.mikejmoffitt wrote:Baby's first pong game is best done using the top and bottom borders as the boundary, and foregoing score entirely - for this, sprites are fine. The goal isn't to make a fun, complete, NTSC-safe-zoned game (I know that last bit was going to get mentioned), but just to get people familiar with the idea of putting a few elements together.tepples wrote:What kind of game could be made with only sprites? You'd probably need a background to 1. define where the sprites are allowed to go (such as top and bottom walls in Pong) and 2. display the score. Even if you could do so with only sprites, I conjecture that doing so with a background would be easier to understand.Sik wrote:Random thought: what would happen if it focused first on sprites and later on backgrounds? (at least having sprites alone you can make some minimal games, but having backgrounds alone will limit your choices more)
Yet this is what I have somehow (the only serious difference is that the preferences dialog is in the taskbar and not the menubar, and that's something you'd rarely touch anyway). gEdit 3.10.4 on Gnome in Classic mode.tepples wrote:And which text editor? I use gedit 2 on Xubuntu 14.04 (a Debian derivative), but gedit 3's "new face" without a menu bar scares me.
Alright. Well, making a tune in Famitracker is a separate task from putting it in a game. For putting it in a game, you need some music engine to run it. I already suggested Famitone, if you want something that's easy to drop in (lots of people have had success with this). It has documentation and examples too, which is effectively a tutorial, isn't it?dougeff wrote:I've seen that one before. It doesn't explain how to incorporate a song into an NES game, of course.
Then perhaps I should get to work on designing an MML dialect for the music engine I used in Thwaite and RHDE, whose note duration table coincidentally matches the first eight lines of "The sound length" listed here. Is there an MML syntax standard that all MML processors are expected to follow?Pokun wrote:I just wish there was a good MML sound engine that's easy to plug in to a game, so you wouldn't have to resort to trackers. I'm no musician but I can read sheet music at least which makes MML more appealing.
I agree with that. A toolchain tutorial would be really great, but I think it should be kept far, far away from the introduction-level stuff. You can do a lot with just asm6.exe, one .asm file, one .CHR file and a .bat file to build it. And something like a PNG2CHR converter hopefully could be provided in exe format. IMHO, one of the big hurdles for people wanting to get into NES programming, is simply lacking the confidence that they can pull it off. Making it as simple as possible, and giving them complete control over the process without any unnecessary steps, I believe could help out with that.mikaelmoizt wrote: However, for a lot of people starting from pretty much nothing - not all of them, the intimidation factor of having to install, script and configure "this" and "that" in order to get "that and this" to work is what might keep them from even starting.
Agreed. If the very first thing in the tutorial is installing and setting up all those things, I bet many people will simply want to go with Nerdy Nights instead. Unless you found a way to pack everything into a nice little installer that people can double-click and click "next" to install everything at once.Memblers wrote:A toolchain tutorial would be really great, but I think it should be kept far, far away from the introduction-level stuff.
All MMLs seems to be slightly different. I'd try to make it as compatible with PPMCK as possible to avoid inventing new standards. Or maybe even like Family Basic MML (page 80).tepples wrote:Then perhaps I should get to work on designing an MML dialect for the music engine I used in Thwaite and RHDE, whose note duration table coincidentally matches the first eight lines of "The sound length" listed here. Is there an MML syntax standard that all MML processors are expected to follow?Pokun wrote:I just wish there was a good MML sound engine that's easy to plug in to a game, so you wouldn't have to resort to trackers. I'm no musician but I can read sheet music at least which makes MML more appealing.
Then the tutorial would still need to cover installing Wine so that users of a machine with a competing operating system can run asm6.exe in Windows format, png2chr.exe in Windows format, and fceux.exe in Windows format. But then we have to include Wine in the tutorial anyway because the well-known debugging emulator uses the Win32 API. Either that or we'd have to include a tutorial on setting up VirtualBox, acquiring a copy of Windows, and installing it into that.Memblers wrote:A toolchain tutorial would be really great, but I think it should be kept far, far away from the introduction-level stuff. You can do a lot with just asm6.exe, one .asm file, one .CHR file and a .bat file to build it. And something like a PNG2CHR converter hopefully could be provided in exe format.
Because FCEUX is GPL, distributing FCEUX ourselves rather than relying on the official download site would require mirroring FCEUX's source code as well.tokumaru wrote:Unless you found a way to pack everything into a nice little installer that people can double-click and click "next" to install everything at once.
I'm just afraid of the inefficiencies that I might have to introduce into the converter in order to abstract over differences between the data model of PPMCK and the data model of my music engine. Or are you instead recommending that new music engines be designed around the quirks of PPMCK?Pokun wrote:I'd try to make it as compatible with PPMCK as possible to avoid inventing new standards.
Or just put "you need to be able to run Windows programs" in the prerequisites and let those people sort it out.tepples wrote:Then the tutorial would still need to cover installing Wine so that users of a machine with a competing operating system can run asm6.exe in Windows format, png2chr.exe in Windows format, and fceux.exe in Windows format. But then we have to include Wine in the tutorial anyway because the well-known debugging emulator uses the Win32 API. Either that or we'd have to include a tutorial on setting up VirtualBox, acquiring a copy of Windows, and installing it into that.
Ideally, everything would be included in a single install file (I, particularly, hate this approach, but I think the novice NES programmer would appreciate it), but if there's one thing you can leave out of the package, it's emulators. If someone is attempting to create an NES game, I think it's safe to assume they know how to install an use an emulator.tepples wrote:Because FCEUX is GPL, distributing FCEUX ourselves rather than relying on the official download site would require mirroring FCEUX's source code as well.