What about Membler's GTROM...256KB is even a little small for me
GTROM (512kB, 32kB PRG pages, and banked
CHR-RAM)
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What about Membler's GTROM...256KB is even a little small for me
GTROM (512kB, 32kB PRG pages, and banked
CHR-RAM)
It's no major problem, but it increases the complexity of scroll split (needs to scroll bidirectionally instead of single-directionally), and removes the possibility of using horizontal lines background instead of plain colour. I was planing to go with plain colour anyway so it does not matter.darryl.revok wrote:Making the character jump isn't going to be any trouble. The only real problem is that you've then got a solid color behind most of the playing field.
I'm using NROM right now, but if this turns into a game it of course will use a more complex mapper capable of CHR-banking. I don't know if MMC3 will be necessary, if it is, then having a bottom area for arena graphics is doable, except for the screen space problem I mentioned above.I wouldn't sweat the extra scroll split at all. Once you get far enough to have one, making another isn't any trouble. Are you using MMC3?
If I remember correctly, the GTROM wouldn't work because it didn't have fine grain CHR banking for sprites.dougeff wrote:What about Membler's GTROM...
You could scroll the screen vertically a little when people jump to get a bit more at the top and bottom but that's still not going to solve the issue of most of the visible screen being a solid color.Bregalad wrote:The second problem with jumping is that it greatly increase the height of the plain colour band
To be honest I haven't because I tought this was probably already done. It would limit the technical challenge, and such, loose my personal interest for such a project.darryl.revok wrote: Have you given any thought to making a fighting game with sprites?
As much as I love this move, it would be an obvious copyright infringement, so I wouldn't use anything like that in any game I'd ever program.Let's say you use all 64 sprites on the characters and somebody throws a haduken.
I agree. I don't know how a game could be so unique though, fighter games are in general only interesting because of their characters, and still...Something else that I feel is worth considering is the two button limitation. This is just my opinion, but [...]. A unique gameplay mechanic that is simplified enough to be really fun on the NES. Something that makes playing this fighting game different from any other for reasons other than just being on a lower powered system.
In context, I read it as a generic projectile move. (Kaa... meeee... haaaaaa... meeeeeeee.... HADOKEN!) If that's protectable, then Capcom should sue Nintendo over Luigi's neutral B and Ness's forward B in Melee and Brawl. But Capcom won't waste lawyer money on that because it lost last time it tried that (Capcom v. Data East).Bregalad wrote:As much as I love this move, it would be an obvious copyright infringement, so I wouldn't use anything like that in any game I'd ever program.darryl.revok wrote:Let's say you use all 64 sprites on the characters and somebody throws a haduken.
Surely that's not the only way we can find to challenge ourselves. Granted, with a two player fighter not requiring map-based collision and limited scrolling, I bet it would be way under the amount of processing available.Bregalad wrote:It would limit the technical challenge, and such, loose my personal interest for such a project.
To me this seems like the best solution as the one that imposes the least restrictions on the overall design of the game.we could make he lying vertically, so that he would be positioned along the Z axis.
I don't really agree that that's the ONLY reason they're interesting. A huge part of it, sure, but bad play mechanics ruin a fighter completely. Mediocre mechanics with good characters get forgotten easily.I don't know how a game could be so unique though, fighter games are in general only interesting because of their characters, and still...
Honestly this was a little more what I was thinking. I think utilizing X-Y movement and some platforming might play to the strengths of the options we have available. It's just one way to consider it.tepples wrote:In other words: clone Smash Bros. instead of Street Fighter.
That's exactly what I meant. Of course we shouldn't use any intellectual property that we don't own. I'm sure our characters will shoot some sort of projectiles though.In context, I read it as a generic projectile move.
Great joke, I'll certainly want to wear a tshirt like this!
Cool, it's good to know I can still have great ideas sometimes, even with my advanced age.I'm also not against the idea of rotating the fighters so that their feet are facing the camera when they're down, if this rotation is visible in the animation. It would actually look pretty cool if they spun in the air before falling to the ground.
This attack is what break the monopoly of punches and kick, and is why I'd sooner play Street Fighter rather than anything else. I do not manage to pull more advanced combos, other than by pure luck. However it seems it was heavily inspired by the Dragon Ball universe.The Hadouken is the most generic energy attack ever
To be honnest my main goals were a tech demo about a figthing game, which could possibly be later turned into a game. I'm pretty sure fighting games with sprites only have already been done over and over, and such are as interesting as their content - doing a fighting game isn't interesting per se. But if one character is BG, then this is an interesting use of the NES hardware.What's the main goal? Is it a tech demo?