OFFICIAL 5.0 SUGGESTION THREAD!

User avatar
rimoJO
Posts: 244
Joined: Sat Jan 12, 2019 2:23 am
Location: Planet Earth

Re: OFFICIAL 5.0 SUGGESTION THREAD!

Post by rimoJO » Wed Jul 17, 2019 2:59 pm

whether it be 1 or 3 save files, or possibly a password pak...
long term saving
yes,
long term saviiiiiiiiiiiiiiiiiiiiiiiing
Mystery Game status: Currently at least one in development. Stay tuned!
User avatar
Grimsley
Posts: 1
Joined: Tue Jul 09, 2019 10:19 pm
Location: United States

Re: OFFICIAL 5.0 SUGGESTION THREAD!

Post by Grimsley » Mon Jul 22, 2019 4:38 am

I realize how far off of a request this is, but a turn-based RPG module would be absolutely fantastic. I used to fantasize about making my own Dragon Warrior-esque games as a boy, so this would be a literal dream come true--it's just too bad NESMaker's design isn't in favor of those types of games. I'm still mystified as to how one would go about creating grid-based movement or get another sprite to follow the player around.
User avatar
rimoJO
Posts: 244
Joined: Sat Jan 12, 2019 2:23 am
Location: Planet Earth

Re: OFFICIAL 5.0 SUGGESTION THREAD!

Post by rimoJO » Mon Jul 22, 2019 1:36 pm

That'd be fun.
Mystery Game status: Currently at least one in development. Stay tuned!
User avatar
Lollie
Posts: 5
Joined: Wed Mar 07, 2018 3:01 am
Contact:

Re: OFFICIAL 5.0 SUGGESTION THREAD!

Post by Lollie » Mon Jul 29, 2019 6:36 pm

I have a small laundry list of improvements I'd like to suggest, and I'm using visual mock-ups to help convey them. Admittedly, some of these fall between "tool" and "engine" suggestions, but I hope they're still useful to consider.

Getting the biggest suggestion out of the way first, intended for cores that make use of map-scrolling:
Streamline the "Screen Scrolls [Direction]" and "Edge Stops Player" options by allowing users to create Screen Groups.
ScrollGroups.png
ScrollGroups.png (7.03 KiB) Viewed 332 times
The idea is to let users visually select which screens should scroll, as well as determining where a group of screens should stop scrolling - all without ever having to open a "Screen Info" menu.
A user could create a group simply by clicking and dragging to select multiple maps, and then right-click to open an options menu, where they can select the option "Create Screen Group". Similarly, if the user wanted to add or remove screens from groups, they could open the same right-click menu and select "Add to Screen Group..." or "Remove from Screen Group" respectively.

(Also, yes, selections could also determine whether a Screen Group scrolls horizontally or vertically. Even if Vertical Scrolling doesn't happen in 5.0, I'm sure it'll happen eventually.)

In the case where the user wants screen edges to have different behaviors, the Screen Group's border could be colored to indicate what features are toggled at a glance.
GroupBlockEdge.png
GroupBlockEdge.png (3.75 KiB) Viewed 314 times
For example:
  • A solid red border could mean that it blocks both the player and camera from moving.
     
  • A solid light blue edge could mean that the player CAN move off-screen and transition to a new screen. (the camera stays stationary, as it has reached the end of the screen group)
     
  • A dotted black divider could mean that a flag needs to be set before the camera can continue scrolling — defeat all enemies on screen, or a mid-level boss, or a puzzle that blocks the way. Etc.
-----

Moving onto briefer suggestions, with a bigger mock-up image!
GameObjectAdditions.png
GameObjectAdditions.png (36.23 KiB) Viewed 332 times
  • (not visible in the mock-up above) A way to toggle 8x16 hardware sprites, project-wide. This is a must-have for games designed for larger character sprites.
     
  • A "Draw Nothing" tile, to remove the use of wasted blank sprites in larger game objects. This speaks for itself.
     
  • "Show Alpha" option. This is a quality-of-life feature, an alternative to changing the global color while working.
     
  • Show all four palettes, and allow users to freely assign Sub-Palettes to game objects. (explained below)
Currently, the way palettes are broken up for players and monsters is needlessly limiting, and enables redundancy if a monster/item game object is designed to share palettes with the player.
Instead, allow users to assign Sub-Palettes to sprite tiles — much like how you can use sub-palettes to repaint tile colors on the Screen-Painter, except at a game object level.

This would enable all game object palettes to be controlled on a per-screen basis, including the player object. This change would require users to design game objects and palettes more thoughtfully, but it would open NESmaker up to much more interesting usage of palettes.

-----

I have more suggestions to share, but this post is already long as is, so I'll save them for another post.
Last edited by Lollie on Sun Aug 04, 2019 6:07 am, edited 3 times in total.
User avatar
rimoJO
Posts: 244
Joined: Sat Jan 12, 2019 2:23 am
Location: Planet Earth

Re: OFFICIAL 5.0 SUGGESTION THREAD!

Post by rimoJO » Mon Jul 29, 2019 8:28 pm

Honestly, tN8bH needs to add a easy-to-use rpg module. that would be the minimum, but maybe more could be added as well, like possibly building a party to help you defeat enemies quicker, literally everything in Mystic Searches, and more. I want to make a game like that. So does everyone else. so please, New 8-bit Heroes- we need your help, and so it's time to save the day. That's what we all want.
Mystery Game status: Currently at least one in development. Stay tuned!
User avatar
Lollie
Posts: 5
Joined: Wed Mar 07, 2018 3:01 am
Contact:

Re: OFFICIAL 5.0 SUGGESTION THREAD!

Post by Lollie » Sun Aug 04, 2019 6:02 am

Dang, I was hoping to see a little discussion about some of the suggestions I raised here, before posting more of them. Oh well, more incoming!

I'm personally not a fan of the HUD's automatic border, and I find the use of HUD Assets + HUD Elements for custom HUDs to be kind of unnecessary. I'd much rather see the Screen Painter tool applied to the HUD - with 8x8 tiles, because the HUD can be easily reused across the whole game, so memory should be easier to allocate.

Mockup Image:
HUDTilePainter.png
HUDTilePainter.png (27.06 KiB) Viewed 265 times
In addition to tile-painting directly into the HUD:
  • The ability to use two tilesets for HUDs. This would allow for Uppercase and Lowercase letters, as well as more detailed UI graphics.
     
  • "Half Tile" value, for graphical UI elements that can convey a "half-full" state, eg: half-hearts.
    (In the mock-up above, I've used "capsules" instead of "hearts", but the concept is the same: Two capsules is a "full tile", one capsule is a "half tile", zero is "empty tile")
     
  • Access to Background Palettes. The HUD uses background tiles, so access to background palettes would be great for more colorful HUDs.
    Much like my suggestion for full palette access in game objects, this would require the user to plan color palette usage more carefully in order to make the best use out of them, but I see no reason why this couldn't work on a functional level. You would need to convey that palettes can only be applied on a 16x16 grid - I'd suggest showing a 16x16 "tile painter" square specifically when applying palettes.
     
  • A small quality-of-life change: Show Number Tags for HUD Elements when "Show Element Boundaries" is enabled.
     
  • One last suggestion here, not conveyed in the mock-up: More control over the appearance of textboxes.
    I feel the current automatic border and "Assets + Elements" approach could be better utilized here, at least for simple textboxes. It could also be useful for designing interfaces for shops or level-up screens, but this is more of a far-future thought.
User avatar
rimoJO
Posts: 244
Joined: Sat Jan 12, 2019 2:23 am
Location: Planet Earth

Re: OFFICIAL 5.0 SUGGESTION THREAD!

Post by rimoJO » Sun Aug 04, 2019 2:18 pm

What I think should be in NESM is:
A top-down RPG module for making Mother-style games.
Startropics-style jumping for top-downs, like in Mystic Searches.
Everything in Mystic Searches. Actually, having a Routines folder for everything in Mystic searches, as well as a module would be nice.
PLEASE GIVE US LOWERCASE LETTERS FOR HUDS AND TEXTBOXES. WE'RE ALL TIRED OF TYPING LIKE THIS. THIS HAS BEEN DONE IN NINJA GAIDEN SO PLEASE MAKE IT POSSIBLE IN NESM. THANKS.
Speaking of text boxes, a more interactive text box setup menu would be great.
A dark mode would be nice, too. Sometimes I work in the dark, and the constant brightness of NESM can be stressful.
For text boxes, instead of > adding a new page, there should just be a button that does it. again, interactive text box UI.

And everything before this comment is a great idea.
(I hope this comment gets noticed...)
Attachments
Capture.PNG
Capture.PNG (99.92 KiB) Viewed 246 times
Mystery Game status: Currently at least one in development. Stay tuned!
User avatar
Croque_Monsieur
Posts: 23
Joined: Mon Aug 05, 2019 8:26 pm
Location: Mexico

Re: OFFICIAL 5.0 SUGGESTION THREAD!

Post by Croque_Monsieur » Sat Aug 10, 2019 5:39 pm

Could we please have a Cutscene maker? And better tools for special screens editing.
Say you make a "scene" and have an option to just have it connect to another or to resume the game.
Open Screen Maker Tool> Make a scene (title screen, whatever) > game
And to be able to make little intros for levels or boss battles, these "scenes" could also be used for the end credits and so on.
User avatar
Mugi
Posts: 636
Joined: Thu Dec 27, 2018 8:30 pm

Re: OFFICIAL 5.0 SUGGESTION THREAD!

Post by Mugi » Mon Aug 12, 2019 5:50 pm

here's an important suggestion;
make it possible to manually edit the ram defines (modulevariables, ZP_RAM, system_RAM) without the UI overwriting your changes on export.

currently it is impossible to edit ram defines without the tool overwriting your changes because the UI does not refresh from the file, and hitting compile just exports the old variables from the UI back to the file,
destroying any manual changes made.
Post Reply