Search found 123 matches

by UnDisbeliever
Mon Feb 01, 2016 7:46 am
Forum: SNESdev
Topic: Looking for a beta reader
Replies: 10
Views: 4878

Re: Looking for a beta reader

Thanks, I'm going to head over the library and see if they have a primer on English punctuation and grammar.

Hopefully that will clear things up.
by UnDisbeliever
Sun Jan 31, 2016 11:35 pm
Forum: SNESdev
Topic: Why no SNES homebrew scene?
Replies: 468
Views: 203392

Re: Why no SNES homebrew scene?

Well, I just hijacked psychopathicteen's code. :lol: This is how it was like back in the day for a developer. Programmer 1: We need a hi-oam code fast! Programmer 2: Why don't you just hijack psycopathicteen's code? Programmer 1: Psycopathicteen isn't even potty trained yet! Programmer 2: Oh NOOOOO...
by UnDisbeliever
Sun Jan 31, 2016 10:52 pm
Forum: SNESdev
Topic: Looking for a beta reader
Replies: 10
Views: 4878

Re: Looking for a beta reader

ccovell wrote:A couple more:
Sigh :oops: fixed.
ccovell wrote:Switch the semicolon in the 2nd quote with the comma after the parentheses of the 1st quote, and karma will be restored. ;)
The rules of English punctuation are weird.
by UnDisbeliever
Fri Jan 29, 2016 1:53 am
Forum: SNESdev
Topic: Looking for a beta reader
Replies: 10
Views: 4878

Re: Looking for a beta reader

I have very little free time as well, but I'll try to help out with the page you linked ... Thankyou for your effort. I knew there was something wrong, but could never figure out what it was. The blog post has been updated. I'd be happy to beta-read your stuff. :) Though I'm not a native speaker of...
by UnDisbeliever
Thu Jan 28, 2016 4:05 am
Forum: SNESdev
Topic: Looking for a beta reader
Replies: 10
Views: 4878

Looking for a beta reader

It has been a while since I've posted to this forum, Real Life[1] has severely limited my free time. After completing 12 games in 12 months , I'm going to be spending all my development time on UnTech , my Super Nintendo game engine. In order to help motivation I have also decided to write a small b...
by UnDisbeliever
Sat Aug 29, 2015 7:16 pm
Forum: SNESdev
Topic: SNES register sizing schemes (65816 M and X)
Replies: 28
Views: 7808

Re: SNES register sizing schemes (65816 M and X)

My code uses the following three schemes 8 bit A, 16 bit Index: Used for Setup, PPU setup, register manipulation, text routines. 16 bit A, 16 bit Index: Used for physics, tilemap manipulation, pointer manipulation, entity/object manipulation code. 16 bit A, 8 bit Index: Used in the occasional VBlank...
by UnDisbeliever
Wed Aug 19, 2015 3:43 am
Forum: SNESdev
Topic: SNES Tilemap Editor?
Replies: 69
Views: 23104

Re: SNES Tilemap Editor?

Tiled does not support palettes/hFlip/vFlip. It actually does support hFlip and vFlip (press x or y when placing a tile to flip it) and you can read out if it is flipped with tmxlib too (my_tile.flipped_horizontally and my_tile.flipped_vertically). Would you look at that. Tiled does support tile fl...
by UnDisbeliever
Tue Aug 18, 2015 6:31 pm
Forum: SNESdev
Topic: SNES Tilemap Editor?
Replies: 69
Views: 23104

Re: SNES Tilemap Editor?

I've had Tiled suggested to me before, but immediately discounted it as a possibility due to the conversion work, and not being certain how it handles palettes/priority/etc. If you come up with some simple python tools to convert things to/from that format, I'd love if you shared them! Tiled does n...
by UnDisbeliever
Tue Aug 11, 2015 3:57 pm
Forum: SNESdev
Topic: camera movement (and object spawning)
Replies: 30
Views: 11043

Re: camera movement (and object spawning)

I'm having trouble deciding how to spawn enemies in my own game. I'm still working with the 64x64 rooms (with size-16 tiles) plan which I kinda like as a model for pretty much the whole game. I'd thought I'd be able to get away with just spawning everything on entry, but it really only takes a hand...
by UnDisbeliever
Wed Aug 05, 2015 5:38 pm
Forum: SNESdev
Topic: mastermind like homebrew game
Replies: 5
Views: 2212

Re: mastermind like homebrew game

Welcome to the forums. Are you planning on continuing SNES development? If so what are you planning on doing? There aren't many of us SNES developers still coding and I would like to see more projects written by more people. --- I like the demo, except for one annoying problem; I can't seem to rever...
by UnDisbeliever
Wed Aug 05, 2015 5:19 pm
Forum: SNESdev
Topic: SNESnet - SNES Ethernet adapter
Replies: 12
Views: 4863

Re: SNESnet - SNES Ethernet adapter

it's an open source snes network adapter, with some server/homebrew example I've been meaning to create a serial adapter for debugging my SNES for a while now. Being distracted by a lot of things lately. I was going to use a teensy to create a SNES->USB adapter. Your idea looks easier to code on th...
by UnDisbeliever
Mon Aug 03, 2015 5:59 pm
Forum: SNESdev
Topic: Cannons - Another Game by The UnDisbeliever
Replies: 1
Views: 1411

Cannons - Another Game by The UnDisbeliever

Hey everyone, sorry I wasn't around the past two months. July's entry into my One Game A Month Challenge is a game of Cannons. http://undisbeliever.net/files/2015-08/cannons.png Download There is no AI, this is a "Share the controller" style game. There is no sound. I got distracted by Bor...
by UnDisbeliever
Sun Jul 26, 2015 11:48 am
Forum: SNESdev
Topic: How do you know if your code is structured well enough?
Replies: 55
Views: 12143

Re: How do you know if your code is structured well enough?

I always have this problem where I don't know if my code is structured properly. Does anybody have advice for code structure? Trying to read through that code is problematic. The main issue I'm having is trying to determine the context of the various variables and routines. For example; timer . I'm...
by UnDisbeliever
Fri Jun 19, 2015 11:14 am
Forum: SNESdev
Topic: New SNES game in development: Furry RPG (working title)
Replies: 107
Views: 73075

Re: New SNES game in development: Furry RPG (working title)

More work on Mode 7. Just like in the previous build, everything is calculated in real-time. :wink: Horizontal scrolling is disabled for now as it breaks everything. Yes, the horizon line will be blurred later on. :D That is amazing. Makes me feel a little disappointed that I haven't done much SNES...
by UnDisbeliever
Fri Jun 05, 2015 2:26 am
Forum: SNESdev
Topic: Castle Platformer - completed - would like feedback
Replies: 34
Views: 10714

Re: Castle Platformer - completed - would like feedback

the game is totally fluid and playable( and a bit too difficult). Your code is very good and clean , It will be really useful. there is finally a new open-source engine for SNES. I really appreciate how you include all the legal mumbo-jumbo in the readme so you can be sure that all the contents of ...