Search found 79 matches

by Bucket Mouse
Fri Aug 17, 2018 11:05 pm
Forum: WIP
Topic: Robot Killer
Replies: 5
Views: 75

Re: Robot Killer

That looks a bit better, yeah.
by Bucket Mouse
Fri Aug 17, 2018 9:03 pm
Forum: WIP
Topic: Robot Killer
Replies: 5
Views: 75

Re: Robot Killer

Little advice: that floor tile pattern is uncomfortably noisy; I would leave it flat grey or do something minimal. Here it's actually noisier than the walls, which get lost in the design as a result.
by Bucket Mouse
Fri Aug 17, 2018 6:49 pm
Forum: Code
Topic: The R.O.B. question
Replies: 6
Views: 94

Re: The R.O.B. question

I'm surprised it took this long for someone to bring up ROB. I guess not many people have one.
by Bucket Mouse
Thu Aug 16, 2018 10:12 am
Forum: Code
Topic: Showing text messages on specific screens
Replies: 5
Views: 130

Re: Showing text messages on specific screens

It depends, really, on when that code is going to be officially put in.....it could be tomorrow, it could be two months from now. I wish I could ask those 8Bit fellas, but they're never around anymore.
by Bucket Mouse
Tue Aug 14, 2018 4:52 am
Forum: Suggestions
Topic: Resource Sharing
Replies: 33
Views: 374

Re: Resource Sharing

A module section. We're a ways off from anyone having the capability or the experience to make one, but 8Bit has said they went with the module system in hopes people would create their own.

And a section with plug-in ASM code, with instructions on how to use it...kinda like Github.
by Bucket Mouse
Mon Aug 13, 2018 7:50 pm
Forum: Code
Topic: The Enigma Of Cutscenes II: The Next Generation
Replies: 17
Views: 488

Re: The Enigma Of Cutscenes II: The Next Generation

So, I'm looking for a cut scene after the start menu. Something like Journey to Silius: https://www.youtube.com/watch?v=QiwkOsUzrdQ&t=189s Now, I asked Joe about this awhile ago and his response was basically, and I'm paraphrasing, "that took dozens of professional programmers months and it was a g...
by Bucket Mouse
Mon Aug 13, 2018 6:04 am
Forum: Code
Topic: editing generated code
Replies: 7
Views: 142

Re: editing generated code

From what I can tell, right now the sprites themselves aren't stored in "coordinates", they're stored and drawn as a grid. If you wanted to mess with coordinates, you'd have to rewrite the HandleDrawingSprites_default.asm file and make custom tables for offsets or something like that. I found the s...
by Bucket Mouse
Mon Aug 13, 2018 1:21 am
Forum: Suggestions
Topic: Bump back to 3.14?
Replies: 9
Views: 128

Re: Bump back to 3.14?

Also, 3.14 had its own issues.
by Bucket Mouse
Sun Aug 12, 2018 8:43 pm
Forum: Code
Topic: editing generated code
Replies: 7
Views: 142

Re: editing generated code

It is. Go to the folder where NESMaker is stored and navigate to GameEngineData > Routines. All the ASM that makes your game run is there. The creators said specifically that dual-layer sprites would be possible, so if you know how, go to it (but make a backup just in case).
by Bucket Mouse
Sun Aug 12, 2018 8:32 pm
Forum: Help
Topic: Few questions
Replies: 4
Views: 75

Re: Few questions

Thanks! I've figured how to solve the #1 - I'll probably install a custom hook in the NMI that would increase certain variable every frame and in the code that opens a specific screen I'd reset that variable (I think a 8bit one would be enough) to 0, then in a second NMI hook I'd check current scre...