Search found 383 matches

by CutterCross
Sat Jan 11, 2020 6:55 pm
Forum: Ask For Help
Topic: song advice needed
Replies: 6
Views: 121

Re: song advice needed

When a SFX is played, it overwrites the music played in whatever channels the SFX uses. That's just how using SFX on the NES works. But (at least with GGsound, not sure if other FamiTracker-based sound engines are like this,) after the SFX is finished, the sound engine waits for the NEXT note in the...
by CutterCross
Fri Dec 27, 2019 7:49 pm
Forum: Ask For Help
Topic: Odd Notes playing at beginning of song
Replies: 3
Views: 140

Re: Odd Notes playing at beginning of song

Your issue with the first 6 seconds is because those notes are lower than GGsound's audible note range. In FamiTracker, any note that's at A-0 or below sounds identical, but with GGsound anything below A-0 can give you some funky results. What I'd recommend is to replace your F#-0 notes as A-0 notes...
by CutterCross
Thu Dec 05, 2019 6:45 am
Forum: WIP
Topic: Pink Face NES [wip]
Replies: 6
Views: 1325

Re: Pink Face NES [wip]

Also one thing that is also kind of bugging me is the "terrible" left,right,up,down controls. For example, if I mash the D-pad the player will be locked into going one way then despite what other buttons I press on the d-pad. 8-directional movement isn't that hard to set up in 4.1.X actually. Helps...
by CutterCross
Tue Nov 19, 2019 10:22 pm
Forum: Finished Games & Demos
Topic: Doors to Darkness
Replies: 17
Views: 1492

Re: Doors to Darkness

Dang it, you beat me to creating a proper Point and Click game!

Haha in all seriousness, nice job! Glad to see you got fades working on the intro logos. If 5.0 doesn't have pallete fades like those by default I'll have to ask you more about it.

Keep up the good work man.
by CutterCross
Sun Nov 03, 2019 4:04 pm
Forum: Ask For Help
Topic: Monster Palette Question (SUB 2)
Replies: 2
Views: 301

Re: Monster Palette Question (SUB 2)

You set the subpallet your monster object sprites use in the monster object editor itself, not in screen details. Or rather, the subpallet SLOT. You can choose to set each 8x8 pixel tile to 1 of the 2 subpallet slots when you're creating your monster by clicking on the subpallet slot itself, then yo...
by CutterCross
Sun Nov 03, 2019 3:56 pm
Forum: Ask For Help
Topic: Famitracker missing channels?
Replies: 1
Views: 280

Re: Famitracker missing channels?

Do ALL of your instruments have a volume envelope attached to them? That's the most likely reason you'd be having that issue. Instruments won't play anything if they have no volume.
by CutterCross
Tue Oct 22, 2019 1:44 pm
Forum: Tutorial Requests
Topic: Grid-based, 1st person dungeon crawler.
Replies: 2
Views: 509

Re: Grid-based, 1st person dungeon crawler.

I made a 1st person Dungeon Crawler demo with NESmaker around 5 months ago, though it had to be incredibly limited. I wouldn't really recommend trying to create a full-on 1st person dungeon crawler like this unless you really want to pull your hair out tho...
by CutterCross
Fri Oct 18, 2019 5:08 am
Forum: Ask For Help
Topic: Screen Issue
Replies: 7
Views: 511

Re: Screen Issue

If I remember right, if you're using the Basic core (that's designed for scrolling), on odd-numbered screens, the tile collision on the left edge of the screen is the same as the column of tiles touching the right edge of the screen. So if a tile that's touching the right edge of the screen is a sol...
by CutterCross
Thu Oct 17, 2019 2:11 am
Forum: Music & Sound
Topic: Getting Crazy Errors on Export
Replies: 3
Views: 433

Re: Getting Crazy Errors on Export

Okay, so all the import problems you have are related to labels and such.

First off, your song titles should not have spaces or commas in them. Think CamelCase type.
Secondly, while your instrument names can have numbers in them, the cannot START with a number.
by CutterCross
Thu Sep 26, 2019 9:21 pm
Forum: Tutorial Requests
Topic: Digitized Voices
Replies: 3
Views: 554

Re: Digitized Voices

NESmaker uses GGsound as its sound engine which does support samples, but NESmaker's modified version of GGsound has sample functionality disabled.

Samples also take up a vast amount of ROM space to be stored, so using it for voice acting is not a very plausible idea for an actual playable game.