Search found 189 matches

by darkhog
Mon Aug 27, 2018 1:05 pm
Forum: Suggestions
Topic: A way to affect sprite draw order
Replies: 6
Views: 152

Re: A way to affect sprite draw order

Another possible technique would be to develop a faux z coordinate and give it a quasi true depth, which is how we handled more 2.5d solutions in mystic origins. Maybe you should port it over to the NM? I remember seeing the early version of NM that had MO engine underneath and it was working much ...
by darkhog
Mon Aug 27, 2018 10:54 am
Forum: Art
Topic: Animated Tiles
Replies: 7
Views: 240

Re: Animated Tiles

Orgia Mode wrote:
Sun Aug 26, 2018 5:35 pm
In the launch day video he played one of the beta games and it had an animated waterfall. In Passing he mentioned that animated tiles were not implemented yet, but the beta dev figured it out on their own.
I think the dev in question had used a monster to do the waterfall.
by darkhog
Mon Aug 27, 2018 10:47 am
Forum: Suggestions
Topic: A way to affect sprite draw order
Replies: 6
Views: 152

Re: A way to affect sprite draw order

Oh I see what you're saying. You want a way NOT to draw from back to front, in certain cases. Hm. This is tougher. It's sort of an all or nothing prospect here. There are ways to do it of course, but none of them pretty! None of them that, say, could be easy to just do with a toggle switch. I see. ...
by darkhog
Mon Aug 27, 2018 10:44 am
Forum: Code
Topic: Code for cycling certain subpallettes on specific screens?
Replies: 19
Views: 535

Re: Code for cycling certain subpallettes on specific screens?

I assume this is the type of effect the OP wants to achieve, more or less? https://frankengraphics.files.wordpress.com/2018/07/flowofwater_nosprites.gif Yep, this is the sort of effect I want. Note that I'm looking for ready-made solutions, if I'd know how to make it myself, I'd just go and make it...
by darkhog
Sun Aug 26, 2018 7:00 pm
Forum: Suggestions
Topic: A way to affect sprite draw order
Replies: 6
Views: 152

A way to affect sprite draw order

NES draws sprites based on the index in OAM associated with that sprite (0 through 64), however NES Maker doesn't manipulate it properly so the sprites are ordered as they should be and this makes for certain glitches where player is on top of a monster or sprite object when it should be behind it. ...
by darkhog
Sun Aug 26, 2018 3:24 pm
Forum: Code
Topic: Code for cycling certain subpallettes on specific screens?
Replies: 19
Views: 535

Code for cycling certain subpallettes on specific screens?

Can someone write me a code that cycles certain subpalette (in my case second bg subpal) on certain screens (with a screen flag set)? By cycling I mean 1st color becomes 2nd, 2nd 3rd, 3rd becomes 1st (we can't change bg color) each frame.
by darkhog
Sun Aug 26, 2018 3:18 pm
Forum: Art
Topic: Animated Tiles
Replies: 7
Views: 240

Re: Animated Tiles

AFAIK they're not implemented yet.
by darkhog
Sun Aug 26, 2018 3:16 pm
Forum: NESmaker Help
Topic: Is this normal, am I doing something wrong or is it a bug in GGSound/NESMaker?
Replies: 4
Views: 116

Is this normal, am I doing something wrong or is it a bug in GGSound/NESMaker?

When playing a SFX that uses, say, a noise channel, it prevents music notes playing on that channel until a next famitracker "frame" rolls around even after sfx itself stops playing.
by darkhog
Sun Aug 26, 2018 10:59 am
Forum: WIP
Topic: Turtle Rescue
Replies: 56
Views: 2635

Re: Turtle Rescue (aka Untitled Turtle Project)

[delete this]
by darkhog
Sun Aug 26, 2018 10:54 am
Forum: Suggestions
Topic: Few suggestions regarding pixel editor
Replies: 4
Views: 163

Re: Few suggestions regarding pixel editor

Right on. I copied all of your suggestions to my Things To Add list. So, for the Oval tool, I like that. There is a little trickiness about the pixelization, but nothing too tough. The bordering option I like too, but I get stuck with how to convey that option to the user. Finally, the "Rose" sugge...