New SNES game in development: Furry RPG (working title)

Discussion of hardware and software development for Super NES and Super Famicom.

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Ramsis
Posts: 341
Joined: Sun Jul 01, 2012 6:44 am
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Re: New SNES game in development: Furry RPG (working title)

Post by Ramsis » Fri Jun 10, 2016 12:00 pm

Build #00261 features two new BGM tracks, and a dynamically (dis-)appearing HUD:

Image

Download:
http://manuloewe.de/snestuff/projects/f ... d_00261.7z
Some of my projects:
Furry RPG!
Unofficial SNES PowerPak firmware
(See my GitHub profile for more)

User avatar
Ramsis
Posts: 341
Joined: Sun Jul 01, 2012 6:44 am
Location: Lion's den :3
Contact:

Re: New SNES game in development: Furry RPG (working title)

Post by Ramsis » Mon Jun 20, 2016 10:41 am

There's a scrollable Mode 1 world map (WIP) in build #00264 (the static Mode 3 map was scrapped), and some cool sprites contributed by Tantalus:

Image

Download:
http://manuloewe.de/snestuff/projects/f ... d_00264.7z
Some of my projects:
Furry RPG!
Unofficial SNES PowerPak firmware
(See my GitHub profile for more)

User avatar
Ramsis
Posts: 341
Joined: Sun Jul 01, 2012 6:44 am
Location: Lion's den :3
Contact:

Re: New SNES game in development: Furry RPG (working title)

Post by Ramsis » Sun Jun 26, 2016 10:37 am

Just a quick update on the inventory sub-menu ...

Item names are rendered statically (i.e., as graphics) for now -- thanks again @byuu for the idea and @tepples for a handy Python script that helped a lot in achieving this goal. :D

What do you guys think? Is this acceptable, or should I pursue the dynamic rendering approach I had in mind earlier instead? (If you vote for the latter, please don't forget to elaborate on your point of view so as to help me make up my own mind on the matter. Thanks!) :wink:

Image

Download:
http://manuloewe.de/snestuff/projects/f ... d_00266.7z
Some of my projects:
Furry RPG!
Unofficial SNES PowerPak firmware
(See my GitHub profile for more)

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