RetroRalph wrote:As for game ideas, it could be as simple as a maze, trying to find the exit within a time limit.
Yeah, this is the simplest game possible, and could be done with what is already working.
RetroRalph wrote:How much wiggle room do you have for enemy sprites/gameplay ?
I really want to add objects to that engine, but the calculations are very different (and more complex) than what's done for the walls, but I do want to say that it should be possible to have 2 or 3 active objects and still have playable speed.
Luckily, the game logic is much simpler than in a platformer, for example. There's no physics only simple collision detection. The AI for the enemies could be very basic as well, so I doubt that would take much of the processing time.
HJRodrigo wrote:3d pacman type game could work
You had a very interesting idea, but I guess that being chased without being able to see your back could be frustrating. Unless there was a map active at all times, but then it would be like regular Pac-Man, but slower and with a gimmicky 3D window at the top. So I guess this idea needs some adjustments, but yeah, it's interesting.
Bregalad wrote:Well tokumaru, if you can't host it why don't you ask Memblers to host in on the main nesdev page ?
Hosting is solved, Memblers got me an account (BTW, thanks Memblers!). Some time this week I'll probably upload something.
Bregalad wrote:And if you can't make a full game with that it really doesn't matter ! You still did a really great prime demo, and proofed something new possible on the NES ! Like when I did my pseudo mode-7 demo, I didn't make a game out of it but I still enjoyed programming it and seeing the results.
Yeah, I'm already glad it's possible to walk around! I believe I will try to implement objects though, even if not right now.
tepples wrote:One problem is that a first-person view needs really BIG sprites if there are other creatures in the room who are reasonably close to the player.
The static objects could be carefully designed to be really thin, or too short to be visible from so close. Being attached to the floor or the ceiling you wouldn't be able to see them because it's not possible to look up or down. Enemies could detect when the player is too close and move away by themselves. In the end it might be fun to play "chase the enemies"! =)
tepples wrote:Another is occlusion; how can a sprite be half in front of and half behind a wall?
NES sprites are 8-pixels wide, the same as the columns in the background. If the objects are aligned with the walls it would just be a matter of comparing the distance of the object to the distance of each background column and not rendering sprites for columns that are more distant than the wall they'd otherwise cover.
Bregalad wrote:a 8-pixel error will be OK.
Or that. I'll have to try when the time comes.
CKY-2K/Clay Man wrote:Can the object be part of the background instead of a sprite?
Not in this engine. The possibilities for background patterns have been carefully calculated to allow the 1-bit textures, the light/dark separation and the multiple wall colors and still leave some free tiles (for a status bar and some decoration). Including foreground objects in the mix would mess everything up. Plus, there would be very few colors.
I'd rather use sprites for them. It will add some extra colors to the screen, and I think it really needs it. Also, if I take the bitmap route, I plan on giving the objects twice the horizontal resolution of the walls (software pixels will be 4 hardware pixels wide), hopefully making the whole thing look a little less blocky.