Search found 101 matches

by smkd
Wed Oct 29, 2008 2:57 am
Forum: NESdev
Topic: Give my game a try
Replies: 37
Views: 18639

Originally the second level was going to be first, but I put a simple introductory level in there instead. Once you get a feel for the physics, the first level is a breeze but otherwise it's going to be a pain. I know the first time I got into this genre it was terrible for me but eventually I came ...
by smkd
Tue Oct 28, 2008 6:22 am
Forum: NESdev
Topic: Give my game a try
Replies: 37
Views: 18639

thanks. I've had the ambigous front end pointed out before, where the guy suggested that the tip be colored differently. I passed on it, but that idea of making the base of it thicker does a great job I think. I updated the chr in my rom with that. I've darkened the terrain since that seems to make ...
by smkd
Mon Oct 27, 2008 8:35 pm
Forum: NES Graphics
Topic: Using sprites to enhance the background
Replies: 38
Views: 23577

I didn't catch the difference at first, but now it's really clear. It's a nice touch.

I think a nice example that really sticks out is in the Batman ROTJ intro sequence with Joker.
by smkd
Mon Oct 27, 2008 8:07 pm
Forum: NESdev
Topic: Give my game a try
Replies: 37
Views: 18639

Thanks everyone When I first played (c64) thrust , etting a feeling for the controls was rough and the keyboard wasn't helping out at all. I quickly learned that playing this with a pad is so much more bearable than keyboard controls, it just adds a whole layer of difficulty to it. Development time ...
by smkd
Mon Oct 27, 2008 12:40 am
Forum: NESdev
Topic: Give my game a try
Replies: 37
Views: 18639

Give my game a try

My small thrust inspired game is mostly complete. Can't think of anything major to add to it at the moment, except for the horrible lack of a title. Five levels with a mostly introductory first level and a few additional enemies. It's not much on presentation or audio but I think it's reasonably pla...
by smkd
Sun Oct 26, 2008 10:35 pm
Forum: NESdev
Topic: Title screen name table compression
Replies: 28
Views: 9394

The screen looks great, definitely feels like commercial quality.
by smkd
Mon Oct 13, 2008 9:17 pm
Forum: Membler Industries
Topic: Nominate a game/demo for the upcoming Garage Cart(s)
Replies: 56
Views: 74993

my 2 main criticisms with the game are that the collision detection seems very unforgiving (collision field feels much larger than the obstacles / bullets) and yeah the ship could stand to move a bit faster.
by smkd
Sun Oct 12, 2008 8:01 pm
Forum: NESdev
Topic: Quickie Q on movement
Replies: 5
Views: 2902

I'm using seperate routines for updating speed, split into X and Y which can each handle negative numbers but since some entities don't move in both X/Y it makes sense to seperate them. I'm actually using the same speed format (for enemies) as SMW since I could just grab its routine at the same time...
by smkd
Fri Oct 10, 2008 1:14 am
Forum: NESdev
Topic: greetings + a couple of questions
Replies: 8
Views: 3641

I tried the DPCM idea and I think it actually turned out OK. The thrust is now running on the DPCM channel and just plays a looped string of random numbers. The 'muffled hiss' sound of the channel actually enhances it in my opinion, better than what I would've heard out of a second noise channel. Th...
by smkd
Wed Oct 08, 2008 9:46 pm
Forum: NESdev
Topic: greetings + a couple of questions
Replies: 8
Views: 3641

I completely forgot about the NTSC filter, I never bother with any video options. I tried it and the horizontal lines seem pretty much untouched, the contrast between each successive line is really sharp. The edges of the lines were affected though but it's not a big deal. The noise issue was fixed,...
by smkd
Wed Oct 08, 2008 12:34 am
Forum: NESdev
Topic: greetings + a couple of questions
Replies: 8
Views: 3641

greetings + a couple of questions

Hi. Turns out this nick was registered a while but I never bothered using it. Some background: I recently started a little nes project that I felt like making when playing thrust on c64. Originally it WAS going to be on the c64 but I didn't have to look past the scrolling h/w it used to figure out I...