It is currently Tue Dec 11, 2018 5:02 am

All times are UTC - 7 hours





Post new topic Reply to topic  [ 51 posts ]  Go to page Previous  1, 2, 3, 4  Next
Author Message
 Post subject: Re: Nebs & Debs
PostPosted: Thu Aug 23, 2018 10:35 am 
Offline
User avatar

Joined: Mon Dec 07, 2009 11:08 am
Posts: 95
Location: USA
Yep, the crystal animations need to be updated to not use $0D. Are you seeing it elsewhere rainwarrior?


Top
 Profile  
 
 Post subject: Re: Nebs & Debs
PostPosted: Thu Aug 23, 2018 10:42 am 
Offline
User avatar

Joined: Sun Jan 22, 2012 12:03 pm
Posts: 7007
Location: Canada
It's constantly covering large parts of the screen and background in that demo. It's the background colour 0.

Also, all the sprite palettes using black in colour 3 are using $1D by the way. (Maybe not a problem on its own, but also unusual.)


Last edited by rainwarrior on Thu Aug 23, 2018 10:44 am, edited 1 time in total.

Top
 Profile  
 
 Post subject: Re: Nebs & Debs
PostPosted: Thu Aug 23, 2018 10:43 am 
Offline
User avatar

Joined: Thu Oct 26, 2017 12:29 pm
Posts: 73
what happens with $0d?
btw: congratulations!!!

_________________
...


Top
 Profile  
 
 Post subject: Re: Nebs & Debs
PostPosted: Thu Aug 23, 2018 10:47 am 
Offline
User avatar

Joined: Mon Dec 07, 2009 11:08 am
Posts: 95
Location: USA
Yep, you're right. Thanks for bringing it to attention. I'll have to review my palette generation logic.


Top
 Profile  
 
 Post subject: Re: Nebs & Debs
PostPosted: Thu Aug 23, 2018 10:48 am 
Offline
User avatar

Joined: Sun Jan 22, 2012 12:03 pm
Posts: 7007
Location: Canada
olddb wrote:
what happens with $0d?

It's a "lower than black" voltage signal that confuses some TVs which will interpret as a blanking signal. A lot of TVs will have horziontal hold problems (wobbly picture) or just drop the signal entirely.

Usually OK to use a little bit in sprite outlines or something (e.g. TMNT does this) but the more screen coverage there is the more it's likely to cause a problem.

Some info: http://wiki.nesdev.com/w/index.php/Color_$0D_games#Effects


Top
 Profile  
 
 Post subject: Re: Nebs & Debs
PostPosted: Thu Aug 23, 2018 10:55 am 
Offline
User avatar

Joined: Thu Oct 26, 2017 12:29 pm
Posts: 73
Thank you for the link.
$0e && $0f are safe, right?

_________________
...


Top
 Profile  
 
 Post subject: Re: Nebs & Debs
PostPosted: Thu Aug 23, 2018 10:59 am 
Offline
User avatar

Joined: Sun Jan 22, 2012 12:03 pm
Posts: 7007
Location: Canada
Yes the E and F columns are fine. No problems with those.

Dullahan I don't know how much traffic you get at https://www.nebsndebs.com/ but you might want to put a link to the kickstarter on it now that it's live? (Also the press page link goes to the Dullahan press page rather than Nebs'n'Debs'.)


Top
 Profile  
 
 Post subject: Re: Nebs & Debs
PostPosted: Thu Aug 23, 2018 11:06 am 
Offline
User avatar

Joined: Mon Dec 07, 2009 11:08 am
Posts: 95
Location: USA
Thanks olddb :)

Rainwarrior, thanks for bringing it up. It's on my todo list. Hopefully I can get to it today.


Top
 Profile  
 
 Post subject: Re: Nebs & Debs
PostPosted: Thu Aug 23, 2018 12:49 pm 
Offline
User avatar

Joined: Wed Apr 02, 2008 2:09 pm
Posts: 1254
At the risk of being that guy, autofire B lets you "walk" on air:
Image

_________________
https://kasumi.itch.io/indivisible


Top
 Profile  
 
 Post subject: Re: Nebs & Debs
PostPosted: Thu Aug 23, 2018 1:28 pm 
Offline
User avatar

Joined: Mon Dec 07, 2009 11:08 am
Posts: 95
Location: USA
Thanks Kasumi. I'll have to look into ways to foil autofiring. :)


Top
 Profile  
 
 Post subject: Re: Nebs & Debs
PostPosted: Sun Aug 26, 2018 1:39 am 
Offline

Joined: Tue Feb 07, 2017 2:03 am
Posts: 629
Attachment:
nebsndebs-demo-08142018_000.png
nebsndebs-demo-08142018_000.png [ 5.64 KiB | Viewed 3243 times ]

I really didn't see that I can't walk on those things, felt like a cheap death.

1 way scrolling?


Top
 Profile  
 
 Post subject: Re: Nebs & Debs
PostPosted: Sun Aug 26, 2018 2:04 pm 
Offline
User avatar

Joined: Mon Dec 07, 2009 11:08 am
Posts: 95
Location: USA
Thanks for the feedback Oziphantom :)


Top
 Profile  
 
 Post subject: Re: Nebs & Debs
PostPosted: Sun Aug 26, 2018 2:50 pm 
Offline
Formerly WheelInventor

Joined: Thu Apr 14, 2016 2:55 am
Posts: 1786
Location: Gothenburg, Sweden
Here's some half-baked quick edits to show some possibilities i could think of on top of my head. Hope it isn't too intrusive.

-darker leaves may help separate them a bit more from the brighter ground blocks.
-a bit added shade whenever they're placed to the right of or below a solid block (i did the effect quite sparsely here so it isn't that noticeable)
-alternately, maybe a hard diagonal shade does the trick (shown in just one spot, and not to its fullest potential - this needs to be true for blocks underneath solids too to feel convincing).
-two death saving blocks right below that a)text that it isn't treadable, 2)will save the player and teach the fact practically
-making it look less like a staircase/more like an edge/drop/void could help.


Attachments:
nebsdebsdoodle.png
nebsdebsdoodle.png [ 7.98 KiB | Viewed 3196 times ]

_________________
http://www.frankengraphics.com - personal NES blog
Top
 Profile  
 
 Post subject: Re: Nebs & Debs
PostPosted: Sun Aug 26, 2018 5:53 pm 
Offline
User avatar

Joined: Mon Dec 07, 2009 11:08 am
Posts: 95
Location: USA
FrankenGraphics, thanks for the feedback and taking the time to demonstrate with a pic. I think one of those solutions will probably end up in the final version of level 1 because there have been a number of players who have commented on that part :)


Top
 Profile  
 
 Post subject: Re: Nebs & Debs
PostPosted: Sun Aug 26, 2018 7:27 pm 
Offline
User avatar

Joined: Thu Oct 26, 2017 12:29 pm
Posts: 73
FrankenGraphics wrote:
Here's some half-baked quick edits to show some possibilities i could think of on top of my head. Hope it isn't too intrusive.

-darker leaves may help separate them a bit more from the brighter ground blocks.
-a bit added shade whenever they're placed to the right of or below a solid block (i did the effect quite sparsely here so it isn't that noticeable)
-alternately, maybe a hard diagonal shade does the trick (shown in just one spot, and not to its fullest potential - this needs to be true for blocks underneath solids too to feel convincing).
-two death saving blocks right below that a)text that it isn't treadable, 2)will save the player and teach the fact practically
-making it look less like a staircase/more like an edge/drop/void could help.


The 2-block thing is pure genius.
Is there any good source online where one can learn concepts like this?

_________________
...


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 51 posts ]  Go to page Previous  1, 2, 3, 4  Next

All times are UTC - 7 hours


Who is online

Users browsing this forum: No registered users and 3 guests


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