Where is Super NES homebrew?
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Author:  MottZilla [ Sat Jun 12, 2010 6:14 pm ]
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Well one part of Castlevania 4 manages to rotate the room. However I think collision detection with the map may be at a minimum or totally non existent since you only can stand on a small strip of land which could just be a platform object and not part of a background map collision.

Author:  psycopathicteen [ Sat Jun 12, 2010 6:40 pm ]
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I think I figured out how to do it. Have two seperate sets of coordinates, one set will be the playfield coordinates, the other the collision coordinates. When the player sprite is in walking/standing mode his movement will be calculated with the collision coordinate and converting the updated collision coordinates to playfield coordinates. When in jumping/falling mode, his movement will be calculated via playfield coordinates, and will be converted to collision coordinates for collision detection.

Author:  dr_sloppy [ Mon Jun 14, 2010 2:32 pm ]
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Memblers wrote:
dr_sloppy wrote:
I wrote a some kind of a game (MGS-style: more cutscenes and secrets than actual gameplay ;) for the SNES some years ago. I think I can dig up the source code etc. for it and publish it here if anyone care, however, I don't have anywhere on the web to store it, most unfortunately.

I could give you an account on the server, if you want.


Author:  KungFuFurby [ Wed Jun 16, 2010 4:05 pm ]
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Hey dr_sloppy, I'm impressed by the sound for Cute Angel(a). Some of those tunes I can actually recognize from Astrohawk 2003 Edition (Paul Lay actually assisted you with the sound according to the credits! That's nice.), but some of the other stuff are tunes that I didn't hear. Nice large soundtrack. ^_^

Author:  tepples [ Thu Mar 08, 2018 1:43 pm ]
Post subject:  Re: Where is Super NES homebrew?

In first quarter 2014, this discussion continued in Why no SNES homebrew scene?

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