Search found 315 matches

by Sivak
Sun Aug 08, 2010 8:36 am
Forum: NES Music
Topic: Some of the Battle Kid 2 soundtrack
Replies: 6
Views: 3418

65024U wrote:The one that sounds kinda technoish, I can see like a electricity level with it.That would be as cool as crap! :P XD Oh well I know it won't happen but I can wish....
If you're referring to Track #3, that is the intended theme of the level.
by Sivak
Sat Aug 07, 2010 9:22 pm
Forum: NES Music
Topic: Some of the Battle Kid 2 soundtrack
Replies: 6
Views: 3418

Some of the Battle Kid 2 soundtrack

Basically, I'm maintaining a thread on Famitracker's forum that I'll update when/if I upload NSFs that have more stuff. But for now, you can hear 2 songs as well as a started one and 2... well... non-songs at the end! http://famitracker.shoodot.net/forum/posts.php?id=1150 - The post with more info h...
by Sivak
Fri Aug 06, 2010 5:13 pm
Forum: Homebrew Projects
Topic: Battle Kid 2 - Releasing on 12/14
Replies: 157
Views: 54667

Hey all. Updated this with a demo video if you wanna see how it's all looking. It's in the first post, but I'll post it below this too.

http://www.youtube.com/watch?v=bBz4AX1tmsM
by Sivak
Wed Aug 04, 2010 2:56 pm
Forum: NESdev
Topic: Doing an in-game map, Metroid/CV style
Replies: 5
Views: 2564

First we'll need to estimate the bit budget for your password system; that will show how much we need to approximate when restoring. How many different obtainable items do you plan to have in your game? Well... at least 5 items thus far, but don't forget other flags like bosses being dead, or cutsc...
by Sivak
Wed Aug 04, 2010 9:35 am
Forum: NESdev
Topic: Doing an in-game map, Metroid/CV style
Replies: 5
Views: 2564

Doing an in-game map, Metroid/CV style

So, I've thought about this, though not sure if I want to try to implement it or a good way. In games like Super Metroid or Castlevania: SotN, you can access a map and the map will show you where you've been. The main problems I'd foresee with this is the memory that'd be needed for this as well as ...
by Sivak
Sat Jul 31, 2010 10:31 pm
Forum: NESdev
Topic: Doing too much in a frame - Stack corruption?
Replies: 1
Views: 1409

Doing too much in a frame - Stack corruption?

Well, this is a very weird one... Basically, here's what I'm doing in each frame: Update player, shots, enemies... After this, I display the sprites using 2 routines... One goes: Player, shots, enemies, the other goes enemies, player, shots. The way I update both enemies and these animations is like...
by Sivak
Fri Jul 30, 2010 7:50 am
Forum: NESdev
Topic: A better way to scramble the sprites for flickering
Replies: 5
Views: 2709

A better way to scramble the sprites for flickering

So, I'm wanting to put enemies into the game soon. In BK1, the way I did the flickering was like this: Had a thing that got EOR'd each frame. Basically, it made it go like this in terms of sprite order: 0 - Timmy, Timmy's shots, all enemies in sequential order 1 - All enemies, Timmy, Timmy's shots T...
by Sivak
Mon Jul 26, 2010 9:22 am
Forum: Homebrew Projects
Topic: Battle Kid 2 - Releasing on 12/14
Replies: 157
Views: 54667

Progress keeps on continuing. I got ICE to work. It wasn't as horrible as I was thinking... So I'm almost ready to start doing the process of adding enemies and general game design. Still have a few things to do like shooting and dying (no, you actually can't die yet!) This time around has been sign...
by Sivak
Fri Jul 23, 2010 11:23 am
Forum: NESdev
Topic: Better collision detection techniques...
Replies: 14
Views: 4841

I actually have been giving some thought to your mention on the disappearing blocks scenario as well... I'll definitely have something check if they are overlapping you, you get ejected in some direction by the block. After that, the tile the block occupies is then made into a solid tile and will st...
by Sivak
Thu Jul 22, 2010 8:58 pm
Forum: Homebrew Projects
Topic: Battle Kid 2 - Releasing on 12/14
Replies: 157
Views: 54667

Well, progress continues. Added another simple screen to the first page showing off that you can jump and fall now.

Gigantic thanks to tokumaru for all the pointers on better collision methods.
by Sivak
Wed Jul 21, 2010 3:33 pm
Forum: NESdev
Topic: Better collision detection techniques...
Replies: 14
Views: 4841

OK, I have just foreseen an issue with this method.... If you jump AND move right (or fall too), then the top right point could conceivably be inside a solid surface and you'd be ejected to the left accordingly... I guess it'd seem to me one would have to do something along these lines for handling ...
by Sivak
Wed Jul 21, 2010 11:26 am
Forum: NESdev
Topic: Better collision detection techniques...
Replies: 14
Views: 4841

I'm not doing slopes. Slanted surfaces scare me. Heh. What do you think about the approach of having 2 boxes on the player, one for horizontal and the other for vertical? Does it make sense or would I most likely be able to get away with the one box? After I get my meal, I'm going to try the new app...
by Sivak
Wed Jul 21, 2010 10:08 am
Forum: NESdev
Topic: Better collision detection techniques...
Replies: 14
Views: 4841

If a point enters a solid surface, you are pushed to the side. But what if you jump and the surface is above you? The point would enter a solid surface and you'd get pushed aside instead of down because the point is in a solid surface. This can easily be solved by handling vertical and horizontal m...
by Sivak
Wed Jul 21, 2010 8:14 am
Forum: NESdev
Topic: Better collision detection techniques...
Replies: 14
Views: 4841

OK, so I want to get into this finally. I have an image here showing my old method and a possible new one, but I see problems with both methods. Also a 3rd approach I thought of... http://sivak.nintendoage.com/BK2hitboxes.png http://sivak.nintendoage.com/BK2box3.png With the old method, which is wha...
by Sivak
Fri Jul 16, 2010 9:17 pm
Forum: NESdev
Topic: Better collision detection techniques...
Replies: 14
Views: 4841

Better collision detection techniques...

Okay, so I'm trying to do the collision more efficiently than how I did it in the first game. The first game's approach was rather... well... silly and very assumption-based. Timmy would ALWAYS move at a speed of 2, so this worked. I'm still amazed that it did work to be honest. The problem with BK2...