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Re: Nebs & Debs

Posted: Thu Aug 23, 2018 10:35 am
by dullahan
Yep, the crystal animations need to be updated to not use $0D. Are you seeing it elsewhere rainwarrior?

Re: Nebs & Debs

Posted: Thu Aug 23, 2018 10:42 am
by rainwarrior
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.)

Re: Nebs & Debs

Posted: Thu Aug 23, 2018 10:43 am
by olddb
what happens with $0d?
btw: congratulations!!!

Re: Nebs & Debs

Posted: Thu Aug 23, 2018 10:47 am
by dullahan
Yep, you're right. Thanks for bringing it to attention. I'll have to review my palette generation logic.

Re: Nebs & Debs

Posted: Thu Aug 23, 2018 10:48 am
by rainwarrior
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/Colo ... es#Effects

Re: Nebs & Debs

Posted: Thu Aug 23, 2018 10:55 am
by olddb
Thank you for the link.
$0e && $0f are safe, right?

Re: Nebs & Debs

Posted: Thu Aug 23, 2018 10:59 am
by rainwarrior
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'.)

Re: Nebs & Debs

Posted: Thu Aug 23, 2018 11:06 am
by dullahan
Thanks olddb :)

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

Re: Nebs & Debs

Posted: Thu Aug 23, 2018 12:49 pm
by Kasumi
At the risk of being that guy, autofire B lets you "walk" on air:
Image

Re: Nebs & Debs

Posted: Thu Aug 23, 2018 1:28 pm
by dullahan
Thanks Kasumi. I'll have to look into ways to foil autofiring. :)

Re: Nebs & Debs

Posted: Sun Aug 26, 2018 1:39 am
by Oziphantom
nebsndebs-demo-08142018_000.png
nebsndebs-demo-08142018_000.png (5.64 KiB) Viewed 10065 times
I really didn't see that I can't walk on those things, felt like a cheap death.

1 way scrolling?

Re: Nebs & Debs

Posted: Sun Aug 26, 2018 2:04 pm
by dullahan
Thanks for the feedback Oziphantom :)

Re: Nebs & Debs

Posted: Sun Aug 26, 2018 2:50 pm
by FrankenGraphics
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.

Re: Nebs & Debs

Posted: Sun Aug 26, 2018 5:53 pm
by dullahan
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 :)

Re: Nebs & Debs

Posted: Sun Aug 26, 2018 7:27 pm
by olddb
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?