gogreyhound said:
dale_coop said:
I would suggest to follow all the the tutorial, you will learn and understand how to use NESMaker, how to make modifications, ...
If you want to adjust the gravity, go to the "Project Settings > User Constants". You will find some constant gravity lo and gravity hi... just try changing those value to see the difference (note the original values somewhere, just in case).
For double jump... it will be more difficult. Would required modifications in the jump script code (I think there is no clear tutorial about that on the forum).
But really, watch the tutorial videos there is a lot to learn. (and her eon the forum)
Good to know.
I've watched every tutorial and this information is nowhere to be found.
digit2600 said:
Thing is, you'll start to pick things up here and there by making small tweaks and what not, but it's also good to get a grasp on game logic..
Comments are a life saver so definitely read Joe's comments on his code.
I know the first script I wrote, a friend started the ground work for me and commented, then I I took the idea he laid down and elaborated on them until what I had was about 100 lines longer and no longer resembled what he had written, but most importantly, did what I needed it to do... so start small.
That said, a game without coding is definitely possible, but you're not gonna write your masterpiece without getting your hands dirty.
The good news is, asm is now more accessible for noobs than it has ever been.
Coincidentally, I'm working on a double jump script, but how long before I actually get it to act right is anybody's guess.
I don't have the first inkling as to how to go about reading the code. I can open the files, but i have no idea what they do, nor do I understand at all what I'm looking at. Even with the comments (as vague as they are), the code that goes along with them are a foreign language. I have no basis for understanding it.
Chronosv did an excellent primer series on asm on YouTube which helped to make sense of things at the beginning level.
Do you have any experience with higher level languages? If so, it's all about finding the parallels between what you know and what there is to work with in asm...
For example, in the beginning, I didn't understand how conditionals were handled, where something as simple as if (variable=1){do this}else {do that} would be written..
Turns out, it's not that different...
It just looks different and has an extra step or two:
LDA variable ; LOAD variable you want to check into Accumulator
CMP #$01 ;compare is it 1?
BEQ oneisTrue ; branch if equal to oneistrue
JMP oneisnot true; jump if it's not true to a different instruction
Oneistrue:
;do this
Oneisnotrue:
;do something else
It follows the same logic as what I've written above, it just uses a different set of commands and format .
It looks scary and complicated at first, and it can get extremely convoluted since you have to check every condition one at a time, and you condition trees can grow quite unruly very fast, but once you understand the basics, you'll have a good framework for doing edits and experimenting.
I would recommend ChronosV's tutorials on YouTube.
But also, if you don't have any experience with programming, then you should do a crash course in basic game logic first before anything.