Search found 2157 matches

by Celius
Sun Aug 17, 2014 5:57 pm
Forum: NES Graphics
Topic: Vertical Line Animation Illusion
Replies: 20
Views: 9114

Re: Vertical Line Animation Illusion

That totally makes sense! That's actually a very good idea, as many of these illusions are done using silhouettes. I can picture using that for something like a giant creature flying in from a distance. You can use the silhouette idea for when its furthest away, and then flip it to full color as the...
by Celius
Sun Aug 17, 2014 2:51 pm
Forum: NES Graphics
Topic: Vertical Line Animation Illusion
Replies: 20
Views: 9114

Re: Vertical Line Animation Illusion

Speaking of optical illusions, just yesterday I was playing a bit of Skate or Die! (the first one), and it's funny how the title screen logo looks like it's being pushed up/down (like a button) even though only the palette is changing. I just saw it on YouTube. I would never have thought those tile...
by Celius
Sun Aug 17, 2014 1:23 am
Forum: NES Graphics
Topic: Vertical Line Animation Illusion
Replies: 20
Views: 9114

Vertical Line Animation Illusion

So this is probably a bit random, but I couldn't help myself. The other day I stumbled upon this concept: https://www.youtube.com/watch?v=lvvcRdwNhGM Basically you have this sheet of clear plastic with vertical black lines on it, and you slide it over one of these images. The images are printed in s...
by Celius
Fri Jul 11, 2014 2:36 pm
Forum: Newbie Help Center
Topic: Best way to generate bkg collision data?
Replies: 5
Views: 2062

Re: Best way to generate bkg collision data?

Depending on your level/map structure, you might end up making multiple layers of metatiles. In my game, the level screens are made of 52 8x2 metatiles, which are actually sets of 4 2x2 metatiles (the game scrolls only horizontally, and has a status bar 4 tiles tall). 5 bytes go into defining the 8x...
by Celius
Wed May 28, 2014 2:25 pm
Forum: General Stuff
Topic: Does anyone create homebrew for systems other than NES?
Replies: 9
Views: 2712

Re: Does anyone create homebrew for systems other than NES?

I've made a hello world/sprite demo for GBC, and something similar for SNES. I had a really hard time getting anywhere with the SNES, but that was a long time ago when I was very inexperienced, and there wasn't really a forum out there for SNES development. I figure after my NES projects, I'll move ...
by Celius
Mon Feb 17, 2014 12:00 pm
Forum: Newbie Help Center
Topic: General newbie questions
Replies: 6
Views: 2171

Re: General newbie questions

6. Collision detection: I really have no clue how to get this done. I suppose for sprites, comparing their overall position is the way to go, but I have absolutely no idea how to make sprites interact with the background, to create "solid" and "non-solid" 16x16 blocks. Many games start out by havin...
by Celius
Mon Feb 10, 2014 10:52 am
Forum: NESdev
Topic: Dynamic level generation?
Replies: 12
Views: 2822

Re: Dynamic level generation?

tokumaru wrote:Going backwards would require a significant amount of RAM to store everything that has been generated on the fly.
You could randomize it on a larger scale so you don't have to use so much RAM (e.g. 8x8 metatiles vs. 4x4 or 2x2). But even then, you'd likely use quite a bit.
by Celius
Thu Jan 30, 2014 2:41 pm
Forum: NES Graphics
Topic: Minimizing expansion of CHR converted for real-time updates
Replies: 38
Views: 12813

Re: Minimizing expansion of CHR converted for real-time upda

I'll probably just end up going with 128kb PRG and using CHR RAM. I'm not even sure how this game will end up being distributed. I'm kind of dumb when it comes to hardware, but I'm assuming something with these specifications could easily be produced? I'm going to convert the project to MMC3 for now...
by Celius
Thu Jan 30, 2014 11:28 am
Forum: NES Graphics
Topic: Minimizing expansion of CHR converted for real-time updates
Replies: 38
Views: 12813

Re: Minimizing expansion of CHR converted for real-time upda

It's funny, because my biggest road block has been trying to complete my project using NROM specifications. I had very limited space left for data after creating the engine and allotting space for tile data (used by the entire game), and I still had some other game modes to program. I recently decid...
by Celius
Thu Jan 23, 2014 3:41 pm
Forum: Newbie Help Center
Topic: Controllers Interacting for Unique Game Behavior
Replies: 16
Views: 3840

Re: Controllers Interacting for Unique Game Behavior

I am currently focusing on learning about the art and sound design aspects of the NES, it would be cool to find someone locally (or, if feasible, someone over the net) that already has experience with programming and knows about existing engines and such that could be utilized. Perhaps there is som...
by Celius
Wed Jan 22, 2014 2:47 pm
Forum: Newbie Help Center
Topic: Controllers Interacting for Unique Game Behavior
Replies: 16
Views: 3840

Re: Controllers Interacting for Unique Game Behavior

Sounds interesting! You could definitely do some cool things with this. It sort of makes me think of Electroplankton for the DS, where you can interact with game objects in a way that makes music. With simultaneous input, you'd want to make sure you program it in a way that accommodates at least a ...
by Celius
Wed Jan 22, 2014 11:09 am
Forum: Newbie Help Center
Topic: Controllers Interacting for Unique Game Behavior
Replies: 16
Views: 3840

Re: Controllers Interacting for Unique Game Behavior

My design goals would include facilitating this type of behavior within an artistic process. The product could be musical, by interdependently triggering sounds; or visual, by causing patterns to develop; or whatever could be accomplished within the limitations of the system. I realize that this wo...
by Celius
Tue Jan 21, 2014 3:26 pm
Forum: NESdev
Topic: Standard flicker mitigation techniques?
Replies: 25
Views: 11521

Re: Standard flicker mitigation techniques?

Luckily, my project doesn't require priority, so I use a simple technique that I got from Bregalad where you draw sprites in the order of sprite #1, #3, #7, #10... #58, #61, #0, #2, #5... (except I use sprite #0 so I skip that) and then I think you start from a different index the next frame. This n...
by Celius
Tue Jan 21, 2014 2:17 pm
Forum: NES Graphics
Topic: Gradient sky background
Replies: 15
Views: 9783

Re: Gradient sky background

This definitely looks a lot better. I think the gradient looks better this time than the line technique, but you'd have to test it out in the context of the actual game play to be sure which is more appropriate (I'm assuming this is for a game?).
by Celius
Mon Jan 20, 2014 3:26 pm
Forum: NES Graphics
Topic: Gradient sky background
Replies: 15
Views: 9783

Re: Gradient sky background

Even if you took the first gradient example and made the bottom 2/3 of the sky solid, it would make it less distracting. Complex dithering patterns can be hard on the eyes. I like to keep it simple, keeping colors mostly solid with light dithering between them. Perhaps the example would also look be...