Incandescent

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NeverCameBack
Posts: 36
Joined: Mon Feb 24, 2020 12:22 am

Incandescent

Post by NeverCameBack » Fri Jul 31, 2020 7:57 pm

I have a really early stage project attached that demonstrates some of the topics taught in the Nerdy Nights tutorials.
Those tutorials got me started, but a lot of what I understand is thanks to Tokumaru, Quietust, and anyone else who took the time to answer my questions. I've been busy at work over the last two months, coming home mentally exhausted, but now am trying to pick this project back up.

Some accomplishments:
- Used sprite 0 hit for a 2 name-table title screen.
- Stars (sprites) on title screen sparkle, because of a clock, which is a counter based on NMI hits.
- Music plays on the screens.
- When A is pressed a second "game screen" is loaded.
- CHR Bank switching; A new .chr file is loaded.
- A woman walks with some animation based on the clock.

It uses the entrances and exits to the sound engine - I don't understand the engine entirely. It is using the NN sample songs. My next goal is to write my own song. Also to make a text box appear when you press A over a certain area of the screen. Then get into multiple screens, NPCs, choices. I have a synopsis written for the game too. It's about personal stories of a few characters and some super natural topics like vampires, I think it'll be more like a story based game with some puzzle elements. Any tips or coding or suggestions would be appreciated. I'll update this as I hit more milestones.
Attachments
Incandesant_Gaze_v0_20.nes
(64.02 KiB) Downloaded 30 times
Incandesant_Gaze_v0_20.zip
(68.52 KiB) Downloaded 13 times

rox_midge
Posts: 84
Joined: Mon Sep 19, 2005 11:51 am

Re: Incandescent

Post by rox_midge » Fri Jul 31, 2020 8:28 pm

I know it's early, but you're doing great! The title screen looks awesome, and the mid-screen bank switch is fabulous. You might be able to get away with fewer distinct tiles on the title screen by removing duplicates (e.g., using NESST or whatnot).

Not much to say otherwise - you've got a tree growing in the middle of the street, and the lady can walk on the moon, which feels like it should be kept in the final game as an Easter egg. But it's definitely an accomplishment!

FYI, your reset routine has something wrong with it - if you reset (not full power cycle) after starting the game, the title screen is garbled, and if you enter the game again, it sometimes works and sometimes crashes.

dink
Posts: 45
Joined: Sun Jan 12, 2020 8:42 pm

Re: Incandescent

Post by dink » Fri Jul 31, 2020 9:55 pm

nice start so far! :)

2 things i noticed:
little glitches around the titlescreen split (timing)
& I can make her walk on the moon!

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NeverCameBack
Posts: 36
Joined: Mon Feb 24, 2020 12:22 am

Re: Incandescent

Post by NeverCameBack » Sat Aug 01, 2020 2:14 pm

Hey thanks a lot for checking it out.

- I have to figure out how to get rid of those blue dashes flickering on the title screen. When I move sprite zero even 1 pixel in either direction, it screws up the "full screen" image.

- I'll still have to set all the limits so the character can't go into the sky. There is only one right now stopping her from going up in the buildings.

Right now I'm trying to come up with a way to condense BG data, because I'm realizing that I can really only fit 7 full backgrounds from $E000 to $FFFF. My sound engine is at $A000 to $C000, and my game code is at $C0000 to $E00. It looks like I have $8000 to $A000 empty, so maybe I can fit another 8 backgrounds there. I'm wondering how games seem to fit A LOT more than that though.

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