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 Post subject: Re: Split Second
PostPosted: Sat Dec 29, 2018 11:14 pm 
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Joined: Tue Aug 28, 2018 8:54 am
Posts: 143
Location: Edmonton, Canada
The game is great as it is. And there is an endless path to perfection. If you feel it's done, you should call it done. I like it and I will definitely put it on my flashcard.


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 Post subject: Re: Split Second
PostPosted: Sun Dec 30, 2018 3:40 am 
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Formerly WheelInventor
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Joined: Thu Apr 14, 2016 2:55 am
Posts: 2018
Location: Gothenburg, Sweden
Yeah the game is already fun. Please think of my feedback as signs of enthusiasm.

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http://www.frankengraphics.com - personal NES blog


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 Post subject: Re: Split Second
PostPosted: Sun Dec 30, 2018 6:04 am 
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Joined: Sun Jan 14, 2018 7:50 pm
Posts: 10
Completely understood! I appreciate all the enthusiasm and constructive feedback!


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 Post subject: Re: Split Second
PostPosted: Fri Jan 04, 2019 6:20 am 
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Joined: Mon Jan 23, 2017 8:08 pm
Posts: 49
Location: Boston, MA
I'd never heard of this device but its awesome how it definitely looks like a handheld and weirdly enough feels like your playing one even though you're on a console... which I'm guessing was the point so AWESOME job.

My only suggestion is it might be nice to give some sort of label/description to the game as you're choosing which one. So instead of having to know what games 1-8 are, have some info on screen about what it is. I could see the alternative argument that its a part of the handheld and therefore should remain as is, but I think this would be one improvement worth making and could be displayed outside the handheld itself.

I'd also second the suggestions around showing the dimmed led's when they're off, but saw your note about technical limitations. Those two nits aside, this seems to accomplish exactly what you wanted. Great job!


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 Post subject: Re: Split Second
PostPosted: Sat Jan 05, 2019 12:04 pm 
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Joined: Sun Jan 14, 2018 7:50 pm
Posts: 10
mitch3a wrote:
My only suggestion is it might be nice to give some sort of label/description to the game as you're choosing which one. So instead of having to know what games 1-8 are, have some info on screen about what it is. I could see the alternative argument that its a part of the handheld and therefore should remain as is, but I think this would be one improvement worth making and could be displayed outside the handheld itself.

I might be able to look into this! Thanks for the suggestion.

For the past week or so I've been playing around with different ways of showing the "off-color" on the game board. Some are OK. First, I tried adding the $08 off-color with the existing game screen border. See split_second_013.png.
Then I tried getting rid of the border all together. When I got rid of the border, I tried using a $07 background with a black off-color (see split_second_012.png), an $07 background with an $08 (dark greenish) off-color (see split_second_011.png), and then finally a black background with an $08 off-color (see split_second_010.png).

The one thing I haven't tried so far is any of the fancy flickering tricks or alternating horizontal lines each NMI due to development time constraints. But I'd still like to eventually give it a shot.

Also, after working on this for a week I accomplished two stretch goals:
    1) Enabled basic RLE compression on the background graphics. Thanks for the nudge @FrankenGraphics
    2) Added a slightly modified @tepples NTSC/PAL/DENDRY detector. (Modified because at the end of the algorithm I had to subtract by #$09 instead of #$0A to give me the right answer - would anyone off the tops of your heads know why??)

In the game, I was able to successfully detected the different TV regions. The timer in the game now works appropriately for NTSC and PAL. But I haven't had a chance to change the sounds / any color palettes etc. yet.


Attachments:
split_second_013.png
split_second_013.png [ 3.55 KiB | Viewed 2093 times ]
split_second_012.png
split_second_012.png [ 3.33 KiB | Viewed 2093 times ]
split_second_011.png
split_second_011.png [ 3.33 KiB | Viewed 2093 times ]
split_second_010.png
split_second_010.png [ 3.24 KiB | Viewed 2093 times ]
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 Post subject: Re: Split Second
PostPosted: Sat Jan 05, 2019 3:17 pm 
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Joined: Sun Apr 13, 2008 11:12 am
Posts: 8366
Location: Seattle
If you don't mind one more random guess for something that might work, here's a thought:
Attachment:
split_second_suggestion.png
split_second_suggestion.png [ 1.38 KiB | Viewed 2076 times ]


Looking at pictures of the actual device, the difference between "segment is off" and "there's no segment here" is very subtle, much more subtle than any pair of colors the NES really has.


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 Post subject: Re: Split Second
PostPosted: Mon Jan 28, 2019 9:08 pm 
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Joined: Sun Jan 14, 2018 7:50 pm
Posts: 10
In case people are curious, I added a new version of the ROM in the OP.

In this new version, I added in the background "off colors" as discussed in above posts. Hopefully this will help make the game more intuitive to first-time players. I also fixed some of the glitches that I found when testing on original hardware and made *an attempt* :) at enhancing the graphics.

Enjoy!


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 Post subject: Re: Split Second
PostPosted: Tue Feb 19, 2019 11:54 pm 
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Joined: Sun Apr 08, 2018 11:45 pm
Posts: 46
Location: Southern California
I just had a chance to try this out, it's a solid effort! Completing a round and improving your score is really satisfying. :D


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