I still say that the dude knew already how to code. so he doesnt count!

Moderator: Moderators
You know what? I'm surprised that not many people have just had 3D models, posed them, and then drawn over them instead of just taking a picture of them. You'd get the basic shading and details from the 3D model, but it would still retain the 2D look. Why don't many people do this? I guess it's because they don't want to bother with 3D models or in the case of the NES, it wouldn't help much more than just drawing sprites normally, while with 4bpp graphics, it could greatly help. This is probably what I'd do if I'd make a fighting game.Fjamesfernandez wrote:And besides once you involve 3D anything, spriting and animating becomes so damn easy.
I used to think that way, and I have to say it didn't work. After 14 years with nothing to show, I decided "heck with it, I'm going to do the simplest thing that could possibly work" and wrote a Mario clone from scratch in two weeks.Espozo wrote:Instead of just making something crappy and improving it along the way, I'm trying to do everything the first time.
And I have to say I agree with you. trying to make everything perfect from the start never got me anywhere. All the times in my life that I actually got something done only happened because I heavily cut back on the amount of planning, and focused on getting things working, and refining them later when necessary. You shouldn't rush it too much though, because you can end up with something unmaintainable that may prevent you from going forward.Rahsennor wrote:I used to think that way, and I have to say it didn't work.Espozo wrote:Instead of just making something crappy and improving it along the way, I'm trying to do everything the first time.
Nah, My pixel artist team mate Sol Blazer did that for our Character that will be released in Mugen soon. He studied the SF2 portraits and mimic the style. I've done the same fusing styles to make it my own.Espozo wrote:I always wondered, Fjamesfernandez, did you actually draw your profile picture? It looks like something straight out of a CPS2 game!
That shouldn't be any more difficult than checking collisions with a sprite vs. another sprite. If it's a really complex shape and won't work with just a hitbox, you could probably treat it like BG collision then where it sort of checks tile per tile.Fjamesfernandez wrote:I would want the to be BG and not sprites but youll be able to still hit it.
It wouldn't be any different that a regular sprite. What kind of flashing do you mean anyway? Like full white, or invisible? Since the BG can really only be by itself, if you want it to flash invisible, you could just change all the colors in it to be the same as color 0. However, if you want sprites to be behind this and have it flash invisible, you would actually need to make it to where all the pixels of every tile of boss is using color 0, by changing the tilemap, changing the tiles, moving it offscreen, or probably the easiest/best way, turning of the BG midscreen. Or, wait, is this boss supposed to move or be stationary? If it doesn't move, than you should probably use the BG for the scenery also. If you want to make it flash invisible, then either change the tilemap to tiles that looks like the ground underneath it, or actually just change the tiles.Fjamesfernandez wrote:I would had wanted to make it flash but if its apart of the BG I am not sure how that would work.
Its just the Brain area.That shouldn't be any more difficult than checking collisions with a sprite vs. another sprite. If it's a really complex shape and won't work with just a hitbox, you could probably treat it like BG collision then where it sort of checks tile per tile.
Yes full white to make it look like its flashing in and out of white. No sprites will go behind that object.It wouldn't be any different that a regular sprite. What kind of flashing do you mean anyway? Like full white,
is this boss supposed to move or be stationary?
I just did that for sure. if through code you can fade things in and out im guessing this will be okay. if not then you can flicker it to show that its spawning and solid when you can start attacking it.Also, how in the world do you plan on accomplishing that translucent bumble bee thing?
Hmm not sure about that yet. He wont have the sword as default. You are only able to use it when you have a full magic (sprite) bar which will deplete when you have it out.Also, just a word of advice, I'd personally make the sword/staff thing part of the character's sprite and use the same palette.
Wait a minute... I thought he liked Metal Slug? Now I'm confused. After seeing so many pictures of Metal Slug animations, I thought that was to say, "Metal Slug is awesome!" Although I'll say honestly that I remember playing those games and enjoying them quite a bit and I don't remember the frame rate particularly bothering me. Super R-Type and Gradius III I remember the slowdown being bad.mikejmoffitt wrote:We get it. You like Irem and don't like Metal Slug.
I agree, although I've taken to Ctrl+Shift+S to save all, after spending too much time looking for a bug due to not all of my includes being saved.tepples wrote:Pressing Save All (Ctrl+S) then Build and Run (Ctrl+R) is pretty instant for me
I'm curious if anything along these lines has ever happened around here. As far as I can tell, everybody's pretty cool about helping one another out, posting code snippets, and respecting one anothers' work. It's a pretty small group, and as far as I can tell, everybody who's active here is pretty passionate about making their own contributions. Sometimes that contribution is sharing a technique for others to understand and use in their project, and sometimes that contribution is a unique game. It seems like a lot of the members here are also pretty adamant about making their own game completely by themselves.Famesfernandez wrote:Nope, though you can copy and paste what you are doing here for others to analyze it then you have to worry about someone saying you used his code without telling him/her. I'm only saying that because ive seen that said at Mugen Fighting Guide. People be bitching about stealing codes but never complain about using resources for sprites or frankenspriting.
Chock me up as another one who agrees with this.Rahsennor wrote:I used to think that way, and I have to say it didn't work.Espozo wrote:Instead of just making something crappy and improving it along the way, I'm trying to do everything the first time.
This does seem like a project which could be done much quicker, and would get you some attention for the eventual RPG if you do it.Famesfernandez wrote:Hense this being a spin off to the RPG to make something short and not so crazy at the moment.
I think you may still be confused on this, or I'm misreading.The radius of the stage will be the same four panel 128x128 (x 4)
It can surely be done, but adding two simultaneous players adds a lot of concerns.Should be able to make it two players without over kill.
Minor issue but I think it would be better to put a hitbox object on top of it. Here's why:Espozo wrote:If it's a really complex shape and won't work with just a hitbox, you could probably treat it like BG collision then where it sort of checks tile per tile.
Using scroll splits, you can move a BG object as well. Think of it like this:Famesfernandez wrote:For the most part the bosses are stationary.
It's a different sort of thing, but I definitely give props to those who went before, discovered the information about developing for the NES and posted it for the internet. I know I definitely wouldn't be making NES games if people hadn't spent years refining the knowledge base and creating the resources for people to learn how to do so.A one man team. Only person I give props to like that is who I mention. Tom Happ for developing Axion Verge by himself.
Clearly we don't get it.darryl.revok wrote:Wait a minute... I thought he liked Metal Slug?
Well, I had found out that all the games run at 30fps, something that bothers me, even if I couldn't really notice it beforehand. I'm weird like that.darryl.revok wrote:Although I'll say honestly that I remember playing those games and enjoying them quite a bit and I don't remember the frame rate particularly bothering me. Super R-Type and Gradius III I remember the slowdown being bad.
what I meant when i said 128x128 was the 8x4 box (the color palette radius) so I really mean is the what is it 250x240 players view. So think 250x240(view) x 4(view panels for scrolling)I think you may still be confused on this, or I'm misreading.
Screen size is 256x240, so if you're saying that your game area is two screens wide and two tall, the total resolution would be 512 x 480
Yeah to get the feel out there and maybe generate a fan base, some revenue to work on the full RPG, and anything else that would help a long the line. This still is apart of the RPG but like I said, its a part that I didnt mention in the story itself which youll get here. Its a straight to the point story but it will build up for the RPG and youll see enemies and bosses that you would had seen in the RPG... just not all of them and vise verseThis does seem like a project which could be done much quicker, and would get you some attention for the eventual RPG if you do it.
Yeah though I wouldn't make the stage that long. Think of battle kid's Screen by Screen loading but instead of loading in one screen at a time you get to scroll through a 4 panel. These are chambers rather than SMB3 full stage that all you pretty much doing is going left to right to finish.I'm personally a fan of SMB3 style scrolling for a situation like this. Basically, SMB3 (in a 4 way scrolling level for ex. Lvl 1-1) draws 2 screens vertically all of the time. This lets the screen scroll up and down without even having to load any tiles. Tiles are only loaded when the screen scrolls horizontally.
Yeah I was thinking about all of that. That's one of the things I even hated in Secret of Mana. Damn NPCs would get stuck on a block and prevented you from walking to the next area forcing you to either walk back to the NPC so it can get off the block or you had to switch to that char to fix it ><It can surely be done, but adding two simultaneous players adds a lot of concerns.
Yeah I was trying to avoid having too many sprites on screen, but I guess it will be fine as long as I place the spawners in a way that wont cause scan limitations. It was driving me crazy that it couldnt have its own palette to begin with haha. So making it a sprite would be better.Minor issue but I think it would be better to put a hitbox object on top of it. Here's why:
Sword object would have no reason to check against background collisions otherwise. So not having this as a BG object could eliminate the need to do that check in the first place.
Yeah honestly sometimes smaller groups are better than an all out forum and everyone that has commented here have been very helpful and knowledgeable. So everyone has my thanks including youAs far as I can tell, everybody's pretty cool about helping one another out, posting code snippets, and respecting one anothers' work. It's a pretty small group, and as far as I can tell, everybody who's active here is pretty passionate about making their own contributions.
Yeah.I know I definitely wouldn't be making NES games if people hadn't spent years refining the knowledge base and creating the resources for people to learn how to do so.