tornotlukin
Member
Now that I have submitted the game I want to talk about the methodology and code edits to the no scroll adventure module.
My idea was create an homage to the AGI Sierra game interpreter (the non-vga Sierra games). A character walk around and observes and interacts with the environment (if I had more time, characters too). For the demo, a character would walk around and interact with the environment. The character could also "observe" by pressing the A button. When the character interacts with important, story advancing objects, there would be a cutscene comic panel, then a return to player control.
Editing the code base is needed to get some uniqueness. At the start of the process I had zero knowledge of ASM6. Now I can follow along very basic logic. The community help is excellent and many are patient (Dale!) given the amount of asks that happen.
The primary code changes were to how text is shown, called upon, and removed from the screen. I also had much screen space set aside for text, so about half my screen was the HUD. I also had to tweak the timing of the buttons so that multiple button presses before the text finished drawing to screen, wouldn't skip parts.
[Please note that code pieces were cobbled together from research and asks to NESMaker forum coders. Hug your nearest programmer.]
My idea was create an homage to the AGI Sierra game interpreter (the non-vga Sierra games). A character walk around and observes and interacts with the environment (if I had more time, characters too). For the demo, a character would walk around and interact with the environment. The character could also "observe" by pressing the A button. When the character interacts with important, story advancing objects, there would be a cutscene comic panel, then a return to player control.
Editing the code base is needed to get some uniqueness. At the start of the process I had zero knowledge of ASM6. Now I can follow along very basic logic. The community help is excellent and many are patient (Dale!) given the amount of asks that happen.
The primary code changes were to how text is shown, called upon, and removed from the screen. I also had much screen space set aside for text, so about half my screen was the HUD. I also had to tweak the timing of the buttons so that multiple button presses before the text finished drawing to screen, wouldn't skip parts.
[Please note that code pieces were cobbled together from research and asks to NESMaker forum coders. Hug your nearest programmer.]