Search found 325 matches

by TheNew8bitHeroes
Mon Feb 11, 2019 3:53 am
Topic: Byte-Off: 2019...the first official NESmaker competition.
Replies: 5
Views: 180

Byte-Off: 2019...the first official NESmaker competition.

The first official NESmaker development competition has begun! All of the pertinent details can be found on the website, . For the next four weeks, I will be generally off grid, monitoring but not intervening. My hope is that you all work as a community to develop some amazi...
by TheNew8bitHeroes
Sun Feb 10, 2019 6:27 pm
Forum: Modules
Topic: Single Screen Base Module
Replies: 0
Views: 173

Single Screen Base Module

For everyone who does not want to use any type of scrolling and wants a base engine that is a bit more like the beta or 3.x versions (see website tutorial on CORES to see some differences), here is a module that works with the Basic_NoScroll, which can be found in announcements. If you downloaded 4....
by TheNew8bitHeroes
Sun Feb 10, 2019 5:52 pm
Topic: New Cores for 02/10/19
Replies: 5
Views: 757

New Cores for 02/10/19

In this thread, there are two new CORES, and an explanation on how to use them. BASIC_021019 - This core is effectively a replacement for the current Base core, with a bunch of patch fixes, some deeper comments in some of the code, and a good general base core update for 4.1.5. We have made it a sep...
by TheNew8bitHeroes
Thu Jan 03, 2019 4:36 pm
Replies: 0
Views: 616


Hey all - it is Jan 3rd. With the influx of traffic to the site this morning, we had to make a few quick changes. We are also going to patch a bug that involves the Game Object interface in 4.1.0 that we noticed as we were zipping it all up for you. Everything should be back to normal by this evenin...
by TheNew8bitHeroes
Mon Sep 17, 2018 5:50 pm
Forum: Suggestions
Topic: Using Two Tilesets Simultaneously
Replies: 5
Views: 746

Re: Using Two Tilesets Simultaneously

Oh, it certainly WOULD be handy. However, path tiles can create comprehensive, complex shapes that would take MANY rows of tiles to create, whereas you couldn't fit as many tiles in the same space as you could paths data wise. This was very calculated over 5 years of using it, how to maximize and ma...
by TheNew8bitHeroes
Tue Sep 11, 2018 11:18 am
Forum: WIP
Topic: Masters of the Universe (Adventure Style Game)
Replies: 19
Views: 2752

Re: Masters of the Universe (Adventure Style Game)

While I love the enthusiasm for this, I also must say that even as a fan game, this can violate copyright laws. Here’s the bigger issue -et’s say you are correct and that you have the right via fair use...if a copyright claim WAS filed, do you have the ability to combat a major corporations legal de...
by TheNew8bitHeroes
Wed Sep 05, 2018 4:52 pm
Forum: Suggestions
Topic: Tooltips for colors
Replies: 6
Views: 694

Re: Tooltips for colors

You COULD even make your own CONSTANTS for these this (in the constants file):

Code: Select all

And then to call them, instead of having to remember numbers, you could just:

Code: Select all

by TheNew8bitHeroes
Tue Sep 04, 2018 1:54 pm
Forum: NESmaker Help
Topic: Issue with Export & Test (not major)
Replies: 28
Views: 2101

Re: Issue with Export & Test (not major)

This is a strange issue that we've only seen once out of every ten thousand times, so every time we think it's fixed, it suddenly appears again. I personally have NEVER experienced it, yet Austin has experienced it several times! If you could screen cap it do a thing..when you notic...
by TheNew8bitHeroes
Tue Sep 04, 2018 1:48 pm
Forum: Software Support
Topic: Music Import Problems [Solved]
Replies: 8
Views: 843

Re: Music Import Problems

Yes! As of right now, SFX need to end in a null note or note stop, otherwise that channel will get in a loop.

Famitracker -> NES is still sort of a band aid solution while we're working on our music composition tools. :-)
by TheNew8bitHeroes
Sun Sep 02, 2018 1:34 pm
Forum: Suggestions
Topic: NESmaker 4.0.11 - UI/UX Suggestion - Monster/GameObjects
Replies: 4
Views: 575

Re: NESmaker 4.0.11 - UI/UX Suggestion - Monster/GameObjects

Might also be worth being able to tag the action steps with names since there is all that space. For the player especially, you could put like "stand, walk jump attack" in there so you can easily remember which state was what action when you're creating.

Great ideas, btw. :-)