Search found 236 matches

by darkhog
Sat Jan 05, 2019 5:49 am
Forum: NESmaker Help
Topic: Missing 2 colors from NesMaker pallet
Replies: 4
Views: 1071

Re: Missing 2 colors from NesMaker pallet

Chiming in here. It's more than mess up fades...its that fades going to some of those values can cause conflicts in other parts of the software. Some of those in those rows are "unused" and those unused can cause issues. What issues? As people have said, the colors display correctly when hacked in ...
by darkhog
Sat Jan 05, 2019 5:43 am
Forum: Suggestions
Topic: Missing colours 2d and 3d in interface
Replies: 6
Views: 1084

Re: Missing colours 2d and 3d in interface

Yeah, same here.
by darkhog
Sat Jan 05, 2019 4:55 am
Forum: Suggestions
Topic: NESColorDialog improvement suggestion
Replies: 7
Views: 1054

Re: NESColorDialog improvement suggestion

I think it could be improved even further with color name tooltips (as the following color list would need to be scrolled through), the current only shows basic colors where as shades are important to account for as well because some color blind people can't distinguish similar shades. And so: 00 Da...
by darkhog
Sat Jan 05, 2019 2:25 am
Forum: NESmaker Help
Topic: Does two-way scrolling work at present?
Replies: 2
Views: 538

Re: Does two-way scrolling work at present?

Aside of stuff like pickups (both tile and sprite-based) respawning, I haven't noticed any major glitches. and plenty of actual NES games had respawning pickups issue when you were far enough from the screen, to the point that in some you could cheese stuff like get extra 1ups you shouldn't be able ...
by darkhog
Thu Jan 03, 2019 11:18 pm
Forum: NESmaker Help
Topic: [4.1]How to disable in scrolling platformer warping screen at the top side?
Replies: 4
Views: 651

Re: [4.1]How to disable in scrolling platformer warping screen at the top side?

That much I've figured out myself, the problem is which lines should I change.

By the way, don't I know you from GDevelop forums? I feel like that's the case.
by darkhog
Thu Jan 03, 2019 11:17 pm
Forum: NESmaker Help
Topic: [4.1] How to handle time?
Replies: 5
Views: 722

Re: [4.1] How to handle time?

Thanks. Also why 63 when NES works at 60fps?
by darkhog
Thu Jan 03, 2019 10:19 pm
Forum: NESmaker Help
Topic: [4.1]How to disable in scrolling platformer warping screen at the top side?
Replies: 4
Views: 651

[4.1]How to disable in scrolling platformer warping screen at the top side?

In my game I want top side to act like ceiling (do not wrap to upper screens) - how can I make it so?
by darkhog
Thu Jan 03, 2019 10:17 pm
Forum: Software Support
Topic: [Bug][4.1] It's impossible to make a left-scrolling platformer game with levels longer than 16 screens.
Replies: 0
Views: 605

[Bug][4.1] It's impossible to make a left-scrolling platformer game with levels longer than 16 screens.

Why? Because once the player reaches the left-most side (screen x=0), the game doesn't scroll any further and doesn't wrap around to previous screen row, even when "edge stops the player" is disabled. Funnily enough, it wraps around properly for right-scrolling games.
by darkhog
Thu Jan 03, 2019 10:10 pm
Forum: NESmaker Help
Topic: [4.1] How to handle time?
Replies: 5
Views: 722

Re: [4.1] How to handle time?

Yep, most of it is not difficult at all. My problem is where to put JSR to the code so it'd execute roughly each second. Rest of it is easy.
by darkhog
Thu Jan 03, 2019 9:33 pm
Forum: NESmaker Help
Topic: [4.1] How to handle time?
Replies: 5
Views: 722

[4.1] How to handle time?

I want to make "timed" platformer like original Mario was. I know how to make player die when it reaches 0, know how to set up it in the hud, but have no idea how to make it count down (as in, arithmetic itself is easy, just don't know where to put timing code so it would execute roughly each second).