Siris Dracken
Member
Later in the NES's life, games employed a "paperdolling" sort of mechanic for their hero character sprites. The process involved drawing two sprites on top of each other, and each one using a different palette for each part of the hero. This allowed what looked like 6 color sprites, and drastically improves the player character details, while being relatively lightweight. This resulted in what appears to be up to 6 colors per tile even though its actually two sprites right on top of each other. This works great for player characters as you get all that extra detail, but definitely should not be used on enemies as that is just way to expensive.
I realize NES maker gets quite close to this already with the different palettes per sprite tile if you have multiple tile sprites, but its not quite what we are looking for.
I took a look at making a separate monster follower (thanks to another users post on here) and I got a ways down that path before I realized how much I would lose on the monster side of things. My implementation was a bit different, in that whenever the player input was updated I was just going to set my "monster" to be in the same position as my player. I didn't follow that all the way to the end though, as it felt like I was just trying to push NESMaker to do something that it wasn't setup to do that way. Unless I dont understand it correctly, you only get one Monster Group per screen, and each monster group is only 1 tileset. So I would have to have my entire characters alt sprite sheet as a monster sheet...and then basically no monsters...which is like...obviously terrible haha.
SO! I have begun the steps towards learning 6502 Assembly to see about modding things to get what I want, but before I went way down this path and run straight into a brick wall. I wanted to see if anyone else has explored this, or might have some pointers of a way to accomplish this with what is already in place in NES Maker.
I realize NES maker gets quite close to this already with the different palettes per sprite tile if you have multiple tile sprites, but its not quite what we are looking for.
I took a look at making a separate monster follower (thanks to another users post on here) and I got a ways down that path before I realized how much I would lose on the monster side of things. My implementation was a bit different, in that whenever the player input was updated I was just going to set my "monster" to be in the same position as my player. I didn't follow that all the way to the end though, as it felt like I was just trying to push NESMaker to do something that it wasn't setup to do that way. Unless I dont understand it correctly, you only get one Monster Group per screen, and each monster group is only 1 tileset. So I would have to have my entire characters alt sprite sheet as a monster sheet...and then basically no monsters...which is like...obviously terrible haha.
SO! I have begun the steps towards learning 6502 Assembly to see about modding things to get what I want, but before I went way down this path and run straight into a brick wall. I wanted to see if anyone else has explored this, or might have some pointers of a way to accomplish this with what is already in place in NES Maker.