Search found 686 matches

by Mugi
Sun Sep 08, 2019 1:19 am
Forum: WIP
Topic: Mark of the Beast
Replies: 36
Views: 487

Re: Mark of the Beast

these look really beautiful, but your mockups use way too many colors to work, many of the sprites have 4 colors + transparency in them.
rememeber that transparent is a color too, so it's 3 colors that show up.
by Mugi
Sat Sep 07, 2019 5:07 am
Forum: Misc
Topic: NESMaker palette for mesen
Replies: 0
Views: 29

NESMaker palette for mesen

I quite like the palette that is implemented in nesmaker's UI so I figured it would be fun to slap it in mesen. so here you go :) nesmakerpal.zip here's a couple screenshots comparing it against Mesen's default palette. You'll notice that nesmaker's palette is a little bit softer than mesens. left i...
by Mugi
Thu Sep 05, 2019 9:30 am
Forum: WIP
Topic: Dimension Shift
Replies: 276
Views: 17306

Re: Dimension Shift

okay, cavern stage is done, time to move to the next one... im sure people remember the temple from the byte off demo AHH its so awesome the walls are illuminated by the flame blahh blahhhh, BOOORIIIING... DimensionShift_v0.05_001.png that tileset had more issues than drunk Yeltsin after 5 vodkas, s...
by Mugi
Wed Sep 04, 2019 8:45 pm
Forum: Ask For Help
Topic: AssignBanks out of range? (HUD)
Replies: 3
Views: 65

Re: AssignBanks out of range? (HUD)

well, by default thre's all kinds of things put into it which you might or might not use, so cleaning up the scripts and functions you dont need is a good start. sans that, writing more compact code always helps. One of the bigger challenges in making nes games is exactly what you're facing, the lac...
by Mugi
Wed Sep 04, 2019 5:51 pm
Forum: Ask For Help
Topic: AssignBanks out of range? (HUD)
Replies: 3
Views: 65

Re: AssignBanks out of range? (HUD)

assignbanks.asm is the file that defines what is loaded into each bank (assingbanks.asm defines that each bank loads a bank**.asm from bankdata folder)
assignbanks.asm line 111 specifically means that your bank 14 is full, so you cant add any more code into it.
by Mugi
Mon Sep 02, 2019 9:33 pm
Forum: Ask For Help
Topic: 4.1.5 Adventure Module, Melee combat object not working.
Replies: 6
Views: 259

Re: 4.1.5 Adventure Module, Melee combat object not working.

sprite weapons can be made larger (and animated) but that involves quite a series of conditions to be written into predraw where the drawing of the sprite weapon happens, it's preferable that you branch the weapon draw code out of predraw and jsr into it if you're going to explore with that. that sa...
by Mugi
Sun Sep 01, 2019 11:45 pm
Forum: Introduce Yourself
Topic: Hi Everyone!
Replies: 3
Views: 92

Re: Hi Everyone!

welcome aboard. don't be shy with questions, that's what the community is for. as for the gut feeling you got from the reviews, sounds about right, just because you have a ready game engine, doesnt mean that it will be a cakewalk, but nesmaker does a pretty good job at giving you enough to make you ...
by Mugi
Sun Sep 01, 2019 11:42 pm
Forum: Scripts
Topic: BUG FIX & PATCH: Solves right-hand screen boundary transition problems
Replies: 9
Views: 719

Re: BUG FIX & PATCH: Solves right-hand screen boundary transition problems

as far as i know the bug still persists in all up to date versions and in all modules.
by Mugi
Sat Aug 31, 2019 4:36 pm
Forum: Ask For Help
Topic: Ignore input in select rooms?
Replies: 11
Views: 427

Re: Ignore input in select rooms?

newscreen is the room that is defined to be the destination to warp to, so it can be used to identify which screen you currently are in. alternatively there is a variable called currentScreen, but i stopped using it for some reason, so it propably returns crap data under certain conditions, i dont r...
by Mugi
Wed Aug 28, 2019 5:09 pm
Forum: WIP
Topic: Dimension Shift
Replies: 276
Views: 17306

Re: Dimension Shift

compression doesnt let you use more tiles on a tileset, it just takes less space when included to the rom, so I can make more tilesets.