Search found 321 matches

by TheNew8bitHeroes
Mon Sep 17, 2018 5:50 pm
Forum: Suggestions
Topic: Using Two Tilesets Simultaneously
Replies: 5
Views: 513

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: 18
Views: 1887

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: 491

Re: Tooltips for colors

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

Code: Select all

COLOR_BLACK = #$0F
COLOR_WHITE = #$20
And then to call them, instead of having to remember numbers, you could just:

Code: Select all

LDA #COLOR_BLACK
by TheNew8bitHeroes
Tue Sep 04, 2018 1:54 pm
Forum: NESmaker Help
Topic: Issue with Export & Test (not major)
Replies: 28
Views: 1497

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 happening...like 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: 606

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: 391

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. :-)
by TheNew8bitHeroes
Sat Sep 01, 2018 3:20 pm
Forum: NESmaker Help
Topic: Any idea how I might get an object reference?
Replies: 7
Views: 502

Re: Any idea how I might get an object reference?

After seeing... CreateObject blah, blah, blah, blah STX bomb_object I'm just so damn proud. I never even use the STY or STX opcodes! So seeing you give someone tips using them demonstrates your growing ASM prowess and not just cargo cult programming. Freaking awesome. There's also a great new interf...
by TheNew8bitHeroes
Sat Sep 01, 2018 3:12 pm
Forum: NESmaker Help
Topic: Animation going too fast and misc
Replies: 6
Views: 452

Re: Animation going too fast and misc

For clarity - the second argument sets the first animation timer in the new state. Setting it to nothing (blank or putting #$00) actually sets it to #$ff ... or 256...longest possible timer. Hope that helps at least explain why! We're working on a macro viewer that shows what each of these things do!
by TheNew8bitHeroes
Sat Sep 01, 2018 3:10 pm
Forum: NESmaker Help
Topic: Game glitches out after importing music
Replies: 2
Views: 285

Re: Game glitches out after importing music

I wish you knew how you fixed it exactly! :-)

If it happens again let's try to figure out what broke it!
by TheNew8bitHeroes
Sat Sep 01, 2018 3:07 pm
Forum: NESmaker Help
Topic: Trying to get a death block working on the Platform Module
Replies: 5
Views: 431

Re: Trying to get a death block working on the Platform Module

The problem is, there's no ONE way to do this. There are lots of ways to do these things. I just showed one. The platformer module you have has gravity, so objects are going to fall. Unless you click the ignore gravity bit. Then they won't. If you don't want the object to start moving up, you need t...