Search found 512 matches
- Mon Mar 11, 2019 5:31 pm
- Forum: Homebrew Projects
- Topic: Nalleland
- Replies: 22
- Views: 18704
Re: Nalleland
This is really good! The only issue that I had was getting stuck on the first screen for a couple minutes. I thought the goal was to reach the top of the screen and didn't know I could walk right. I might suggest finding a different way to introduce the pink colored tiles to the player. Presenting t...
- Sat Mar 09, 2019 10:50 am
- Forum: NES Graphics
- Topic: Character design: Milca
- Replies: 25
- Views: 33730
Re: Character design: Milca
There are practical problems with asymmetric highlighting on a sprite that's going to be flipped. I kind of feel like this is placing too much importance on something that people won't notice (or care about) and sacrificing something that does make a noticeable visual difference on account of it. I...
- Fri Mar 08, 2019 11:14 pm
- Forum: NESdev
- Topic: Maximum Scroll Speeds
- Replies: 11
- Views: 7133
Maximum Scroll Speeds
What have you all used as maximum scroll speeds in the past, and does anyone have thoughts on breaking up tile and attribute updates into different frames? In the past, I've programmed my scrolling routines to allow for a maximum of 8 pixels per frame and I usually just let tiles and attribute updat...
- Fri Mar 08, 2019 9:37 am
- Forum: General Stuff
- Topic: hello, good day
- Replies: 4
- Views: 8293
Re: hello, good day
I registered here because I saw the community knows their stuff and I thought I would learn a thing or two from here. This community definitely knows its stuff. However, it often lacks social graces. I wouldn't suggest paying much mind to the way things are said around here because it's not likely ...
- Thu Mar 07, 2019 10:01 am
- Forum: NES Hardware and Flash Equipment
- Topic: Buying an NES console in 2019
- Replies: 17
- Views: 15722
Re: Buying an NES console in 2019
It doesn't look like OP is coming back, but I've wanted to share a bit of my experience here. I would not recommend looking at yard sales for an NES in 2019 unless you don't value your time. Your chances of finding one are slim, and if you do, the seller is going to pull out their smart phone to loo...
- Sun Mar 03, 2019 1:56 pm
- Forum: NES Graphics
- Topic: Metasprite compression - my take
- Replies: 14
- Views: 19536
Re: Metasprite compression - my take
Here's another hint: ROM space is relatively cheap and MMC3 even allows for on-the-fly bank switching in granular slices of 64 tiles. I just looked on Infinite NES lives, and the difference in cost between a board with 128 Kb CHR and 256 Kb CHR is $0.40 USD. Just to put a number on what you're actu...
- Sun Mar 03, 2019 10:20 am
- Forum: General Stuff
- Topic: NES action adventure or RPG with good storyline
- Replies: 57
- Views: 48973
Re: NES action adventure or RPG with good storyline
Has anyone mentioned Grand Master? It's a story-driven Famicom action RPG. I'm not going to get caught up in, "it's disqualified because of X" or any other arguments, but if anybody does come to this thread in search of the type of games described in the topic, this would likely be a good ...
- Sun Mar 03, 2019 9:54 am
- Forum: NES Graphics
- Topic: Seeking background artist for commission
- Replies: 1
- Views: 9352
Seeking background artist for commission
Hello! Are there any talented pixel artists out there who would be interested in creating some original background tiles on commission? This is for an NES project, so they'll need to match NES color limitations. The project is still in it's early stages, so I'd want to start out with a smaller amoun...
- Sat Mar 02, 2019 1:53 pm
- Forum: Other Retro Dev
- Topic: [WIP] Underground Passage
- Replies: 11
- Views: 17111
Re: [WIP] Underground Passage
It looks serviceable, but uninspired. As a video game environment, it's pretty forgettable honestly. I feel like it should have something that makes it unique, interesting, and memorable. Edit: Another thing I just noticed. On the right side of the second picture, it would appear from the floor tile...
- Sat Mar 02, 2019 11:17 am
- Forum: NES Hardware and Flash Equipment
- Topic: Buying an NES console in 2019
- Replies: 17
- Views: 15722
Re: Buying an NES console in 2019
Just remember, if you buy something from someone who isn't a collector, disregard whatever they say about condition. Mint, Excellent, Very Good, Perfect, Good, Flawless actually mean Poor or Fair. Look at the pictures, see what you're getting, and realize then that it's probably worse than the pictu...
- Sat Mar 02, 2019 10:11 am
- Forum: NESdev
- Topic: Best data structure for LTTP-style maps
- Replies: 9
- Views: 10952
Re: Best data structure for LTTP-style maps
I've made a lot of progress and ran into an unexpected snag. I got tiles scrolling in all directions before I started making some changes. I decided to stick with the arbitrarily shaped maps. I think that might give me some interesting ideas on how to structure areas. It may take a little extra work...
- Thu Feb 28, 2019 9:11 am
- Forum: General Stuff
- Topic: Over Horizon
- Replies: 8
- Views: 10733
Re: Over Horizon
If moving slower helps you avoid one bullet without accidentally running into another one (weaving in between them), it's an advantage. I find this tactic is a lot more important and viable in later, particularly danmaku shooters, where it's essential to stay in almost one spot, bob and weave with ...
- Fri Feb 22, 2019 11:47 pm
- Forum: NESdev
- Topic: Best data structure for LTTP-style maps
- Replies: 9
- Views: 10952
Re: Best data structure for LTTP-style maps
Thanks for the suggestions, guys! It's all been helpful. Here's what I've decided on so far. I definitely want to have a lot of destructible/modifiable terrain in this one, plus WRAM, so loading the maps into RAM seems like the way to go. At this point, I think 16x16 seems like the most sensible siz...
- Thu Feb 21, 2019 10:32 am
- Forum: NESdev
- Topic: Best data structure for LTTP-style maps
- Replies: 9
- Views: 10952
Best data structure for LTTP-style maps
Hi there! I've been away from the hobby for a few years but now I'm back with a new project idea and hoped I could get some help brainstorming the best way to approach arranging the level data. What I'm doing now is building a framework for a map that scrolls in all directions, but has transitions e...
- Wed Feb 20, 2019 9:52 am
- Forum: NESdev
- Topic: Hardware anomalies with a Controller switch
- Replies: 5
- Views: 5842
Re: Hardware anomalies with a Controller switch
It's not the FDS port, it's the controller port. I was just noting that both games were ported from FDS, which may or may not be significant.
This page mentions the Zelda glitch, but no information as to why it happens: http://www.glitchgamer.com/the-legend-of-zelda-nes
This page mentions the Zelda glitch, but no information as to why it happens: http://www.glitchgamer.com/the-legend-of-zelda-nes