Re: Platform-a-lotis
Posted: Tue May 23, 2017 9:28 pm
Ah! So there is a 32-sprite limit that works like the NES, and then a second limit of 34 8-pixel slivers which is the part that might seem "reversed"? (Edited my attempted summary.)
ornesboy1 wrote:I loved Eye of the Beholder and would like to see a new game in that style
ornesweebYaoiGirl wrote:JRPGS are the best, something cutsy like Kingdom hearts would feel right at home on the NES
oziphantom : Switchs platforms to board the other trainhotGunner wrote:I have a zapper that doesn't get used, I want to shoot me something, like maybe the shuriken bonus game in Shinobi only I fire with my gun
Try Haunted: Halloween '85. After getting through a particular section of the Neighborhood level, you'll be grateful that more homebrew games don't have tricky lift mazes.psycopathicteen wrote:Something that gets on my nerves with homebrew NES games is the lack of moving platforms.
MMC5, but good luck replicating that on a CPLD.Also, isn't there a mapper that lets 8x16 sprites use 512 CHR patterns while backgrounds use another set of 256?
But you can't have the left and right halves of the screen using different sets of 256 tiles without MMC2/4 or MMC5. (Again, good luck replicating that on a CPLD.) Nor can you have different sides using different sets of four palettes. CHR and palette conflicts are probably why A Boy and His Blob and Battle Kid are flip-screen. They're also why Haunted: Halloween '85 has right side exits between level sections.Oziphantom wrote:see also Flip-Screenis although probably not an issue in NES land as you actually have char scroll in hardware
How easy would it be for a 1- or 2-man hobby project to develop a new Product Identity (that is, fictional universe) around the d20 3rd or 5th edition mechanics? Does the Open Game License even apply in a clear way to video games?nesboy1 wrote:I loved Eye of the Beholder and would like to see a new game in that style
I thought the appeal of Kingdom Hearts was its crossover among over half a century of well-known Walt Disney Pictures fictional universes. What comparable fictional universes could a 1- or 2-man hobby project license or create?nesweebYaoiGirl wrote:something cutsy like Kingdom hearts would feel right at home on the NES
It'll get used even less after your CRT dies. But if you have a CRT and want to use your Zapper for something not commonly done, try ZapPing (from Action 53 volume 1). Grab a friend, plug in two Zappers, and avoid missing the ball.hotGunner wrote:I have a zapper that doesn't get used
The trick with RPGs isn't difficulty, it's content generation. So it's not a question of "how easy", it's a question of "how much time and dedication", and how much content do you want. (a "dumb" rpg with random mazes, no story or script, few monsters, few unique spells, etc, would be pretty easy for a small team)tepples wrote:How easy would it be for a 1- or 2-man hobby project to develop a new Product Identity (that is, fictional universe) around the d20 3rd or 5th edition mechanics? Does the Open Game License even apply in a clear way to video games?nesboy1 wrote:I loved Eye of the Beholder and would like to see a new game in that style
I think in competitions you get more different types of games because single-screen games are just (usually) quicker and easier to make. But once you get beyond single-screen games, yeah, it seems like a lot of homebrew games are platformers. Maybe because they're fun to make? But also, like others have said, there's so much variety in types of platformers. A puzzle-style platformer (Eskimo bob) is very different from a jump/run game (like Nebs n Debs) or from a metroidvania/adventure. (Lizard? I dunno)The point is not lets make a list of games 1 man and a dog could make?
This topic is water cooler, chew the fat, dream the dream...
Nova the Squirrel has moving platforms too but I don't use them much. I am using the code I figured out for that for riding on top of certain projectiles though.psycopathicteen wrote:Something that gets on my nerves with homebrew NES games is the lack of moving platforms.
Altera's 10m02 FPGA has over twice the number of logic elements as the PowerPak's FPGA (which has MMC5 implementations) and is pretty cheap, so the only concern left is how pricey it is to translate the voltages. Relevant Twitter thread.tepples wrote:MMC5, but good luck replicating that on a CPLD.psycopathicteen wrote:Also, isn't there a mapper that lets 8x16 sprites use 512 CHR patterns while backgrounds use another set of 256?
I have also play Dungeons&Dragons and GURPS game and then put into computer. You can do too if you like to do. I do try to record everything.FrankenGraphics wrote:A good way (i think) to indie an RPG would be to gather a few friends/family/colleagues/flatmates and do some improv pen and paper. Take notes or better yet, record everything. ... SyFy's tv show "the expanse", adapted from books, are in turn based on role playing sessions. I think an indie adventure or rpg can be a lot smaller than that and still feel satisfactory.
Drawing the pictures is more difficult I think. (It can be why making many computer game that do not have the pictures.)But there's still work to be done with practical content creation. It's one thing to muse plots around a table and another thing to draw baddies and monsters.
In the last compo, more platformers had moving platforms than not. Twin Dragons, Lala, Cheril...psycopathicteen wrote:Something that gets on my nerves with homebrew NES games is the lack of moving platforms.