Well, it's kind of forced to be at this point...tepples wrote:It's not like PCs and modern consoles, where Internet play is the norm.

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Well, it's kind of forced to be at this point...tepples wrote:It's not like PCs and modern consoles, where Internet play is the norm.
This just involves designing your game around the limitations. Mine is going to use all four palettes, but that's ok based on the full design. I also might end up using different sprite graphics for each, but again, I don't see it as a limitation.tepples wrote:
- Palette swaps: Four characters use up all four palettes, leaving no room for anything else on the screen.
- Not palette swaps, CHR ROM: Four characters use up all four MMC3 sprite tile windows (2-5, mapped at $1000, $1400, $1800, and $1C00), leaving no room for anything else on the screen.
- Not palette swaps, CHR RAM: Four characters animated at 15 fps with 128 bytes per cel (the Battletoads/Haunted: Halloween '85 solution) use up all the VRAM update time, leaving little time for anything else on the screen. Because player-controlled characters are less predictable than NPCs with simple AI, the predictive double buffering method used in HH85 is less effective.
We old people might not play as OFTEN, but finding players shouldn't be hard. We had a blast last time my friends came over and played Atari Warlords and TMNT Arcade (on mame). We were looking for good 4-player nes games to play, and were disappointed. Plus, I want more old-school 4-player games to play with my kids.tepples wrote:The other practical problem with 4-player games is that you might not be able to find enough willing players nearby once you've graduated from the after-school use case. It's not like PCs and modern consoles, where Internet play is the norm. I had enough problems finding play testers for RHDE: Furniture Fight, and that was only 2 players.
This is possible for some games, not for all. Anything with projectiles, for instance, would have had to both make the projectiles player-colored and use tiny 8x16 pixel player characters. Or they could just delay 4-player mode until a sequel on a less limited platform.gauauu wrote:This just involves designing your game around the limitations.tepples wrote:[Flicker, palette, tile window, and video memory bandwidth limits]
Are you referring to 16-pixel-wide sprites with no projectiles or 8-pixel-wide sprites with one projectile each?gauauu wrote:I'm not even worried much about flicker. The game design means if all four players are on a scanline (ie 8 sprites) there won't be any other sprites there at the same time.
The problem is that they have to be both local and retro gamer friends. Nowadays, "friends came over" can mean hundreds of dollars/euros/pounds in airfare and lost wages due to unpaid leave. Or you might have found local friends the majority of whom happen not to be gamers or who exclusively prefer 3D games on modern platforms. Or perhaps my failure at subconsciously learning to find local retro gamer friends as an alcohol-shunning adult with no car and a mild case of autism is an edge case. Should we revive a topic from last year about finding play testers for a multiplayer NES game?gauauu wrote:finding players shouldn't be hard. We had a blast last time my friends came over
That's my point. 4-player mode isn't tacked on, it's designed based on the limitations of a 4-player nes game.tepples wrote:This is possible for some games, not for all.gauauu wrote:This just involves designing your game around the limitations.tepples wrote:[Flicker, palette, tile window, and video memory bandwidth limits]
Or 16-pixel wide characters with projectile(s) that travel vertically (faster than the players), so you will never have a character and it's projectile(s) on the same scanlinetepples wrote: Are you referring to 16-pixel-wide sprites with no projectiles or 8-pixel-wide sprites with one projectile each?
I realize my statement made it sound like just because I could find friends to play, that you should also. That wasn't intended, and I apologize if it sounded that way. That being said, in my experience, they don't have to be retro game friends. it's less about finding people who prefer one type of game to another (retro vs modern 3d games, gamers or not gamers), and more about managing a social event. Because I enjoy retro games, I'll plan a social event around playing some retro games. My friends will come for the fun and social interaction, not just because they like retro games (some do, some don't). The harder part is just making friends at this age. It generally requires having a Third Place. Not having a car can make finding a Third Place harder, (I guess shunning of alcohol might as well, but most of my friends either drink very little, or are teetotalers -- it all depends on the nature of the crowd and the Third Place) and asperger's could make it harder to develop those friendships within the third place, I guess.tepples wrote: The problem is that they have to be both local and retro gamer friends. Nowadays, "friends came over" can mean hundreds of dollars/euros/pounds in airfare and lost wages due to unpaid leave. Or you might have found local friends the majority of whom happen not to be gamers or who exclusively prefer 3D games on modern platforms. Or perhaps my failure at subconsciously learning to find local retro gamer friends as an alcohol-shunning adult with no car and a mild case of autism is an edge case. Should we revive a topic from last year about finding play testers for a multiplayer NES game?
Thumbs up. Good idea.I plan for there to be a remix compo focusing on improving past entries.