weapons system

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digit2600
Posts: 61
Joined: Mon Apr 16, 2018 9:50 pm

weapons system

Post by digit2600 » Thu Aug 09, 2018 11:28 pm

so, I'm totally new to asm.. but I've got a huge task ahead of me in porting my p.c. game to the nes now, so, might as well get the most complicated aspects of the design somewhat in perspective...

I have a Zelda/sotn Esq weapons system where you can collect various melee and projectile weapons. ..

figure about ten of each, plus castlevania /ninja garden style sub weapons.

factor in an inventory screen. ..

I'm guessing I'm probably not going to be able to pull this off without getting my hands dirty under the hood...

does this sound doable in the current drag and drop build or am I gonna have to use my brain ? if so... can anyone share some ideas ?

hell, if someone can help me out with scripts for this, I'll offer my famitracker and music composition skills in exchange for asm help...
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dale_coop
Posts: 1645
Joined: Fri Feb 16, 2018 7:05 am
Location: France

Re: weapons system

Post by dale_coop » Fri Aug 10, 2018 6:02 am

It will be possible...
NESMaker is an early stage currently. But in some days, when people will understand it better, and with all the tutorial videos Joe will add...
You will be able to do that :)
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Sorry about my poor english
All I need: A Damn Fine Cup of Coffee
My games: PRESS START GAME / UNDERGROUND ADVENTURE
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