timkilgore
New member
Hi everyone,
One of the beta testers here who should really be more active than he is. The game I'm hoping to work on is a twist on the beat 'em up engine that will be a wrestling game. However I can't really see how that will work with the number of Game Object and Monster Graphic Assets. I understand that NES Maker is really adhering to the NES limitations for ram however I was wondering if there could be a way to continually add those in to the graphic assets and then point to them for different animations.
I think it's awesome that many are trying to put together a game on a cartridge and that's the ultimate goal of the project, some of us like myself aren't so interested in putting the game on a cartridge as much as putting it on our Raspberry Pi or NES Classic. Which would allow for larger game files. I'm wondering if the ability to add more Game Object and Monster Graphic Assets could be put into the NES Maker with possibly a pop up message saying that the rom you're creating will not be able to be moved to a cartridge as soon as you go over the amount of ram for the cartridge.
Apologies if I'm misunderstanding overall how the NES games work. I'm just not really able to picture my final dream project working the way things are now. I can totally see making a fantastic platformer, and RPG/Zelda type game which I no doubt will want to do eventually. My game really won't need even a fraction of the background tiles that we have allocated but probably double the number of Game Object and Monster Graphic Assets. I'm hoping there's some way to do what I'm hoping.
Thanks Joe (and anyone who reads this and knows the answer so Joe can spend more time feverishly coding).
One of the beta testers here who should really be more active than he is. The game I'm hoping to work on is a twist on the beat 'em up engine that will be a wrestling game. However I can't really see how that will work with the number of Game Object and Monster Graphic Assets. I understand that NES Maker is really adhering to the NES limitations for ram however I was wondering if there could be a way to continually add those in to the graphic assets and then point to them for different animations.
I think it's awesome that many are trying to put together a game on a cartridge and that's the ultimate goal of the project, some of us like myself aren't so interested in putting the game on a cartridge as much as putting it on our Raspberry Pi or NES Classic. Which would allow for larger game files. I'm wondering if the ability to add more Game Object and Monster Graphic Assets could be put into the NES Maker with possibly a pop up message saying that the rom you're creating will not be able to be moved to a cartridge as soon as you go over the amount of ram for the cartridge.
Apologies if I'm misunderstanding overall how the NES games work. I'm just not really able to picture my final dream project working the way things are now. I can totally see making a fantastic platformer, and RPG/Zelda type game which I no doubt will want to do eventually. My game really won't need even a fraction of the background tiles that we have allocated but probably double the number of Game Object and Monster Graphic Assets. I'm hoping there's some way to do what I'm hoping.
Thanks Joe (and anyone who reads this and knows the answer so Joe can spend more time feverishly coding).