It is currently Wed Mar 29, 2017 9:45 pm

All times are UTC - 7 hours





Post new topic Reply to topic  [ 188 posts ]  Go to page Previous  1 ... 7, 8, 9, 10, 11, 12, 13  Next
Author Message
PostPosted: Tue Jul 12, 2016 8:33 am 
Offline
User avatar

Joined: Wed Apr 02, 2008 2:09 pm
Posts: 998
:D Perfect. All fixed. Three small things you may want to try if you want to keep the air slide.
1. Perhaps give it an upwards boost when it starts.
2. Perhaps make it continue until landing.
3. Perhaps make it continue in the air as long as the button is held down. (But also have a fixed minimum distance)

The reasoning behind one is I think it will look better visually. The reasoning behind two/three is sometimes it stops just short of an airborne enemy which then flies into you. It may not end up feeling good, but it's an idea to try if you wish.

I actually really like the air slide, regardless and that it moves faster than walking makes it a new movement choice.

Small thing:
Image

A bigger thing.
Image
The hitbox for the slide should probably be a bit larger. The enemy I'm mostly on top of isn't dead.

Some of the jumps and things are indeed tough now, since I guess they expect the old physics, but that's less work to change, probably.

Sorry if I was too rough.

Edit: Another thing I just noticed. There's a flash when you pause and switch weapons. (Probably related to how it removes the old weapon's object). The flash may be intentional, but I don't think I like it.


Top
 Profile  
 
PostPosted: Tue Jul 12, 2016 10:11 am 
Offline
User avatar

Joined: Fri May 08, 2015 7:17 pm
Posts: 1437
Location: DIGDUG
8bitMicroGuy wrote:
Now it's hard to make long jumps in terms of less flight and more x-ishness (how do I say it correctly... Less hitting the head into the ceiling which bounces you into the bottomless pit and more horizontal movement). I'd like a feature where the player can tap the D-pad to activate a sprint move and then jump to make a horizontal jump without hitting the ceiling. This happens to me a lot of times when there's little surface to walk on and when the ceiling is so low. The jumps are very fast upwards, but slow rightwards.

Quote:
continue until landing

Quote:
hitbox for the slide should probably be a bit larger


Good points.

Maybe if you hold B at the start of a jump, you get a slight X speed boost. Or, maybe just any time you press B you get a slight speed boost. ?

_________________
nesdoug.com -- blog/tutorial on programming for the NES


Top
 Profile  
 
PostPosted: Wed Jul 13, 2016 3:38 pm 
Offline
User avatar

Joined: Wed Apr 02, 2008 2:09 pm
Posts: 998
I don't generally like speed boosts on a button (that's a whole thing), but it's about what you'd like best there.

Of those two choices, though, B always giving a speed boost I like best. It's easier for the player to find. (Assume no one will read your instruction manual, etc.)


Top
 Profile  
 
PostPosted: Wed Jul 13, 2016 4:27 pm 
Offline
User avatar

Joined: Fri May 08, 2015 7:17 pm
Posts: 1437
Location: DIGDUG
I agree with you that no one reads the manuals.

http://tvtropes.org/pmwiki/pmwiki.php/M ... kingManual

I remember someone saying they found an easter egg in a game. The reply was..."dude, that was in the manual". I think it was about Zelda, using a second controller to get the save screen.

_________________
nesdoug.com -- blog/tutorial on programming for the NES


Top
 Profile  
 
PostPosted: Mon Jul 18, 2016 1:44 pm 
Offline
User avatar

Joined: Fri May 08, 2015 7:17 pm
Posts: 1437
Location: DIGDUG
And here's level 2 with the new physics. I had to narrow all the gaps to make them jumpable. Also, I replaced the stupid fish at the end with an awesome alligator. I don't know if you can tell, but I really enjoy doing this stuff :)

http://dl.dropboxusercontent.com/s/n6sk ... g2_Lv2.nes

Edit: link updated July 20.


Attachments:
vig41big.png
vig41big.png [ 2.65 KiB | Viewed 1039 times ]

_________________
nesdoug.com -- blog/tutorial on programming for the NES


Last edited by dougeff on Wed Jul 20, 2016 8:13 am, edited 2 times in total.
Top
 Profile  
 
PostPosted: Mon Jul 18, 2016 2:27 pm 
Offline

Joined: Sun Mar 08, 2015 12:23 pm
Posts: 219
Location: Croatia
Glitch! https://www.dropbox.com/s/f9zc7p11pc1ds ... 1.png?dl=0


Top
 Profile  
 
PostPosted: Mon Jul 18, 2016 2:39 pm 
Offline
User avatar

Joined: Fri May 08, 2015 7:17 pm
Posts: 1437
Location: DIGDUG
I know about that one. When you kill an extra big enemy, it flips oddly. I only designed the game originally, to handle 16x16 enemies. I have to use a bunch of ugly hacks to make bigger enemies work at all.


Edited: July 20
Fixed. All 3 files updated, new links...

http://dl.dropboxusercontent.com/s/pyxu ... g2_Lv1.nes
http://dl.dropboxusercontent.com/s/n6sk ... g2_Lv2.nes
http://dl.dropboxusercontent.com/s/zow1 ... g2_Lv3.nes

_________________
nesdoug.com -- blog/tutorial on programming for the NES


Top
 Profile  
 
PostPosted: Thu Jul 21, 2016 10:21 am 
Offline
User avatar

Joined: Fri May 08, 2015 7:17 pm
Posts: 1437
Location: DIGDUG
I had a change of heart. I think I will share the MMC3 version of the demo...(levels 1-3). Level select does actually work in this version. Enjoy.

http://dl.dropboxusercontent.com/s/oxf1 ... 2-Full.nes

_________________
nesdoug.com -- blog/tutorial on programming for the NES


Top
 Profile  
 
PostPosted: Fri Jul 22, 2016 12:19 am 
Offline
User avatar

Joined: Wed Mar 16, 2016 2:08 pm
Posts: 13
Location: World 9 - Warp Zone
Thanks for sharing the MMC3 version. How many levels will have the final version?

_________________
Projects:
My HomeBrew Stuff (8bits/16bits/32bits)
J_GB Emulator (GB / GBC / SGB Emulator written in Java)
NES4J Emulator (NES / FAMICOM / FDS Emulator written in JAVA)


Top
 Profile  
 
PostPosted: Fri Jul 22, 2016 4:48 am 
Offline
User avatar

Joined: Fri May 08, 2015 7:17 pm
Posts: 1437
Location: DIGDUG
5 levels planned.

_________________
nesdoug.com -- blog/tutorial on programming for the NES


Top
 Profile  
 
PostPosted: Fri Jul 22, 2016 4:50 pm 
Offline

Joined: Sun Mar 08, 2015 12:23 pm
Posts: 219
Location: Croatia
Nice! Now there's even a weapon retain option to keep the weapons. In the final game, you might make that unlockable. You know, adventure mode would be where you unlock things and arcade mode would let you play with those cheats.


Top
 Profile  
 
PostPosted: Mon Aug 01, 2016 8:22 pm 
Offline
User avatar

Joined: Fri May 08, 2015 7:17 pm
Posts: 1437
Location: DIGDUG
MMC3 link above updated. Fixed about 5 bugs. Slight jump increase. Title screen should say "July 31".

_________________
nesdoug.com -- blog/tutorial on programming for the NES


Top
 Profile  
 
PostPosted: Tue Aug 16, 2016 7:51 pm 
Offline
User avatar

Joined: Fri May 08, 2015 7:17 pm
Posts: 1437
Location: DIGDUG
The title screen will probably look like this...


Attachments:
Vig2_title.png
Vig2_title.png [ 3.56 KiB | Viewed 706 times ]

_________________
nesdoug.com -- blog/tutorial on programming for the NES
Top
 Profile  
 
PostPosted: Sat Aug 27, 2016 5:47 am 
Offline
User avatar

Joined: Fri May 08, 2015 7:17 pm
Posts: 1437
Location: DIGDUG
It's always bothered me that you are frequently collecting items and you often don't see what they are. So I decided to try to change this. Meaning...collectable items now have priority over the hero, who used to have top priority, but moving the hero's priority bumps into the weapons-on-screen priorities, also need changed, and a few other. ...BIG change. I had to reorder and redefine the position of nearly half of the sprite objects!

In the end it was over 200 lines of code I had to change. Yes, I changed that many lines of code in one sitting. You know what that means...new bugs. Lots and lots of new bugs. Yeah! (Don't worry, I backed up every source file before I attempted this.)

This is my favorite new one (yet unfixed)...when I go to the next level, this happens...

(Edit, I also added a slight delay between when the collectable items appear, and when you can collect them, so you can see them better when you are sprinting through the level, rather than immediately collecting as soon as they spawn).


Attachments:
Vig2bugs.png
Vig2bugs.png [ 2.57 KiB | Viewed 615 times ]

_________________
nesdoug.com -- blog/tutorial on programming for the NES
Top
 Profile  
 
PostPosted: Sat Aug 27, 2016 7:00 am 
Offline
User avatar

Joined: Fri May 08, 2015 7:17 pm
Posts: 1437
Location: DIGDUG
Hmm, fixed all bugs but the one I posted.

Honestly, I don't know what I'm looking at. It's using tiles from the wrong pattern table...but just on the right side.

I'm sure I didn't change any $2000 writes.

As soon as you die, it loads the game correctly. It only happens when you beat a level and then advance to the next (vs options menu switch levels).

It's a mystery.

_________________
nesdoug.com -- blog/tutorial on programming for the NES


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 188 posts ]  Go to page Previous  1 ... 7, 8, 9, 10, 11, 12, 13  Next

All times are UTC - 7 hours


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group