Search found 105 matches

by Lazycow
Sun Dec 10, 2017 12:49 am
Forum: 2017 NESdev Competition
Topic: Progress Thread - Wolfling
Replies: 152
Views: 131561

Re: Progress Thread - Wolfling Zero

weekly update: 7 weeks to go https://i.imgur.com/ijk0HRe.png Zolionline has finished the 1st enemy, there's a mini end sequence and the NES low level code seems to be stable: The game is fully playable now!! (but there're only two rooms - lot's of work ahead...) 8-) @FrankenGraphics: Nice ideas... I...
by Lazycow
Thu Dec 07, 2017 11:16 pm
Forum: 2017 NESdev Competition
Topic: Progress Thread - Wolfling
Replies: 152
Views: 131561

Re: Progress Thread - Wolfling Zero

Sound effects are working now. But I have the feeling that every effect shows up a bit late.
Is that the expected behaviour with famitone2-effects?
by Lazycow
Sun Dec 03, 2017 10:47 pm
Forum: 2017 NESdev Competition
Topic: Progress Thread - Project Blue
Replies: 66
Views: 71216

Re: Progress Thread - Project Blue

Hey thanks for posting some previews from your project! (That helps being motivated for such a compo) Title pic and concept art is top! (Nice shadow placement) Your screenshot looks good too, only these blueish background blocks from the concept art are missing. 10 extra points for the stylish level...
by Lazycow
Sun Dec 03, 2017 6:46 am
Forum: 2017 NESdev Competition
Topic: Progress Thread - Wolfling
Replies: 152
Views: 131561

Re: Progress Thread - Wolfling Zero

Yes, indeed. I had the same impression with the grey "hair-hat". My placeholder graphics cannot compete with Zolionline's art... Of course not 8-) Currently, the only way to morph to a werewolf is touching moonrays, which can be found here and there. And SELECT morphs back. (anytime) The Idea: Werew...
by Lazycow
Sat Dec 02, 2017 4:37 am
Forum: 2017 NESdev Competition
Topic: Progress Thread - Wolfling
Replies: 152
Views: 131561

Re: Progress Thread - Wolfling Zero

https://i.imgur.com/0zWgIN4.png https://i.imgur.com/S9QiSoH.png https://i.imgur.com/Xg6qgPP.png I have build a basic tileset and two testrooms out of Zolionline's mockups: NOW WE'RE TALKING! This feels like a totally different game now. The project has been renamed to "Wolfling Zero", because I'm t...
by Lazycow
Thu Nov 30, 2017 8:57 am
Forum: 2017 NESdev Competition
Topic: Progress Thread - Jammin Honey
Replies: 129
Views: 73442

Re: Progress Thread - Jammin Honey

Bossfights! hui!

Doing random movements in attract mode sucks somehow, but you could just show some screens without the player for some seconds and then return to the title. Maybe.
by Lazycow
Mon Nov 27, 2017 2:07 am
Forum: NES Music
Topic: famitone 2 and volume
Replies: 18
Views: 9477

famitone 2 and volume

Hi, from the famitone2 readme:
- No volume column support
- Only Volume, Arpeggio, and Pitch sequences (no Pitch for noise channel) supported
I understand the 1st row, but don't understand the 2nd row. :oops:
Can I change the volume of a channel? (and if yes, how?)
by Lazycow
Sun Nov 26, 2017 4:15 am
Forum: 2017 NESdev Competition
Topic: Progress Thread - Wolfling
Replies: 152
Views: 131561

Re: Progress Thread - Wolfling

Yes, using free graphics would be an option, but I don't like this idea very much. It would make the game less unique... Update: https://i.imgur.com/rmTUM9e.png https://i.imgur.com/HUWs5c1.gif items are working now: - daggers. again. (only useable for Ling in human form) - three keys for three diffe...
by Lazycow
Sat Nov 11, 2017 8:57 am
Forum: 2017 NESdev Competition
Topic: Progress Thread - Wolfling
Replies: 152
Views: 131561

Re: Progress Thread - Wolfling

:D Funny idea to use grey wireframes only... But then I don't have an excuse anymore if I cannot finish it in time... Uh oh...
by Lazycow
Fri Nov 10, 2017 10:59 pm
Forum: 2017 NESdev Competition
Topic: Progress Thread - Wolfling
Replies: 152
Views: 131561

Re: Progress Thread - Wolfling

Image
update: a boulder test...
There're still no tilesets or anims from Zolionline, so I guess it's questionable that we finish the game before the deadline. :(
by Lazycow
Mon Oct 30, 2017 2:21 pm
Forum: Newbie Help Center
Topic: A small problem with a LDA opcode
Replies: 21
Views: 5372

Re: A small problem with a LDY opcode

there's no LDY $xxxx,y
by Lazycow
Fri Oct 20, 2017 11:21 am
Forum: Homebrew Projects
Topic: Turn based strategy game (UPDATE 06/19/18)
Replies: 29
Views: 27095

Re: Turn based strategy game

Ah, I understand now why you cannot use a SPR0-hit to check for the end of the HUD... :roll: That was the missing link.
by Lazycow
Thu Oct 19, 2017 11:14 pm
Forum: Homebrew Projects
Topic: Turn based strategy game (UPDATE 06/19/18)
Replies: 29
Views: 27095

Re: Turn based strategy game

the only NES game I can think of right now with vertical scrolling and a top HUD is Battletoads, but it doesn't even try to hide sprites up there. Hm... How do you hide sprites that are touching the HUD? The only way I can think of is putting 8 empty sprites at the row of the HUD. Is there another ...
by Lazycow
Tue Oct 10, 2017 9:38 pm
Forum: Homebrew Projects
Topic: Vigilante Ninja (edit)
Replies: 290
Views: 96667

Re: Vigilante Ninja (edit)

@dougeff: Just add more challenges, e.g. enemies
by Lazycow
Mon Oct 09, 2017 2:37 pm
Forum: NESdev
Topic: Object data storing schemes -- as opposed to background data
Replies: 21
Views: 5724

Re: Object data storing schemes -- as opposed to background

Thanks for the info! Your map setup is more complex than mine, but your tile-detection code is still faster. :oops: