Search found 96 matches

by dullahan
Thu Oct 20, 2016 4:03 pm
Forum: 2016 NESdev Competition
Topic: Progress Thread - Nebs & Debs Prequel
Replies: 79
Views: 64518

Re: Progress Thread - Nebs & Debs Prequel

Thanks for the input. I think you're both on either side of the heart of the issue which is the dash ability both removes enemies and allows a player to pass through walls. For the enemy removal and "empty space" dashes a player should be able to see Deb's progress in order to determine when they wi...
by dullahan
Sun Oct 16, 2016 11:22 am
Forum: 2016 NESdev Competition
Topic: Progress Thread - Nebs & Debs Prequel
Replies: 79
Views: 64518

Re: Progress Thread - Nebs & Debs Prequel

Still trying to get the dash animation right. Here are the first two attempts:
debs-run-test.gif
blinking-resized.gif
by dullahan
Sat Oct 15, 2016 9:04 pm
Forum: Newbie Help Center
Topic: Nes C - Char comparison returning True when clearly not
Replies: 13
Views: 3685

Re: Nes C - Char comparison returning True when clearly not

Bummer. Two questions:

1. How are you invoking the compiler? Specifically are you using any optimizer flags (-O, -Oi, etc...)? The optimizer sometimes has issues with comparisons; e.g. https://github.com/cc65/cc65/issues/167

2. What version of CC65 are you running?
by dullahan
Thu Oct 13, 2016 4:40 pm
Forum: 2016 NESdev Competition
Topic: Progress Thread - Nebs & Debs Prequel
Replies: 79
Views: 64518

Re: Progress Thread - Nebs & Debs Prequel

Did some work on Deb's dash today. Currently, * Players can control the duration of dash at a gradient of 8 px as long as they are not colliding with anything. * If a full dash can not be executed, a smaller dash (8 px) is attempted, and so on. * Dashing does not reset the player's ability to jump (...
by dullahan
Thu Oct 13, 2016 9:02 am
Forum: 2016 NESdev Competition
Topic: Progress Thread - Filthy Kitchen
Replies: 24
Views: 25907

Re: Progress Thread - Filthy Kitchen

Cool. Interesting perspective for the platforms; will the player be able to move along a z-axis?
by dullahan
Wed Oct 12, 2016 11:18 am
Forum: NESdev
Topic: My web based level/nametable editor
Replies: 20
Views: 10914

Re: My web based level/nametable editor

Thanks for sharing Sumez! Tested it out some this morning and it worked well.
by dullahan
Sun Oct 09, 2016 2:15 pm
Forum: 2016 NESdev Competition
Topic: Progress Thread - Nebs & Debs Prequel
Replies: 79
Views: 64518

Re: Progress Thread - Nebs & Debs Prequel

Took a break from game mechanics and started experimenting with some background gfx. The clouds definitely need some tinkering. I want to animate those ultimately with palette swapping. Looking at the platforms now I of course realized that my collision engine doesn't currently support one way colli...
by dullahan
Mon Sep 26, 2016 5:38 pm
Forum: 2016 NESdev Competition
Topic: Progress Thread - Nebs & Debs Prequel
Replies: 79
Views: 64518

Re: Progress Thread - Nebs & Debs Prequel

Thanks.

That may be the route I have to go if I want to keep the color; although most feedback I have received is in favor of ditching the extra color so I will probably run with that.
by dullahan
Sat Sep 24, 2016 8:23 pm
Forum: 2016 NESdev Competition
Topic: Progress Thread - Nebs & Debs Prequel
Replies: 79
Views: 64518

Re: Progress Thread - Nebs & Debs Prequel

Thanks for the input M_Tee. I agree about the shading; although, I am still partial to the shells having a different color.

BTW really like the Isolation pics I've seen so far.
by dullahan
Sat Sep 24, 2016 8:28 am
Forum: 2016 NESdev Competition
Topic: Progress Thread - Nebs & Debs Prequel
Replies: 79
Views: 64518

Re: Progress Thread - Nebs & Debs Prequel

Added more enemy types. No plans for these guys, but wanted to make a pool of villains from which I can draw later. Probably will ditch the shading color later.
by dullahan
Fri Sep 23, 2016 5:31 pm
Forum: 2016 NESdev Competition
Topic: Progress Thread - Nebs & Debs Prequel
Replies: 79
Views: 64518

Re: Progress Thread - Nebs & Debs Prequel

Trying out some basic enemy types...also noodling if I want to use overlay sprites.
by dullahan
Wed Sep 21, 2016 9:23 pm
Forum: 2016 NESdev Competition
Topic: Progress Thread - Nebs & Debs Prequel
Replies: 79
Views: 64518

Re: Progress Thread - Nebs & Debs Prequel

Thanks everyone for the GIF detective work. Been working on cleaning up Debs run animations today by reducing frames and adding more personality.
by dullahan
Mon Sep 19, 2016 1:49 pm
Forum: 2016 NESdev Competition
Topic: Progress Thread - Nebs & Debs Prequel
Replies: 79
Views: 64518

Re: Progress Thread - Nebs & Debs Prequel

Progress has been slow with collisions between the background and sprites, but I now have it working. See attached GIF. Up next need to experiment with Debs special ability.

- EDIT -
The embedded GIF preview looks corrupted, but clicking on it to view in another tab works fine for me at least.
by dullahan
Sat Jul 16, 2016 11:58 am
Forum: 2016 NESdev Competition
Topic: Progress Thread - Nebs & Debs Prequel
Replies: 79
Views: 64518

Re: Progress Thread - Nebs & Debs Prequel

Made some progress with collision detection logic and reacquainting myself with the code-base (have been working mostly on pixel art commissions the past few weeks). I also cleaned up some of my metrics tools such as ROM and RAM usage. So next week I hope to have collision detection working and basi...
by dullahan
Tue Jul 12, 2016 9:23 am
Forum: 2016 NESdev Competition
Topic: Progress Thread - Nebs & Debs Prequel
Replies: 79
Views: 64518

Re: Progress Thread - Nebs & Debs Prequel

Looks good. I would make the octopus bounce one frame out of phase with the body movement. When the player's body begins to move up is when the edges of the hat should show their dip. That way, the octopus's tentacles will appear to have inertia. Thanks, I will give that a try. This happened to the...