Dimension Shift

red moon

Member
Interesting, that makes sense that all data is present at all times. Select then just toggles between display modes? And each of your tile sets needs an equivalent corresponding mini tile set then I am guessing to compare and update both displays simultaneously?
This interested me, and I love tile sets...so having two systems working in conjunction is quite fascinating.
 

Mugi

Member
it's not as much 2 systems in parallel as just 2 separate systems in general.
the menu screen is built using our menu engine that is a completely standalone "mini engine" embedded into the game.
the menu screen halts the actual game code completely, copies necessary variables into backup ram for safekeeping, and initializes itself.

the menu engine has it's own routines for tile and sprite drawing, as well as its own input routines. its simply just a fancy interface for changing variables at the end of the day.
 

Dirk

Member
Great, awesome and beautiful work!
I love this screen

file.php
 

Mugi

Member
i have a severe love/hate relationship to that screen. :p
it's pretty, but i spent an inhuman amount of time trying to get the colors to not clash on it when changing palettes, it was a nightmare.
 

Mugi

Member
some little updates to the map menu to get it to be more uniform with the rest of the stuff (it matches the stageselect now)

game_122.png
 

Mugi

Member
long time no post heh.
I just finished writing a new metasprite draw code for the animated sprite weapons i've been babbling about for half a year now :p
coming soon™

testderp.gif
 

Mugi

Member
oh also, because... well you know, why not?
here's a text engine with a full upper and lowercase font :p

the font itself is pretty terrible, i quickly threw it together for testing. Sans that seems to work fine.
not really sure if we're gonna use this or not, it just feels so..... not NES.
depends on how well i get the font to play nice i guess.

game_139.pnggame_138.png

edit: a slightly cleaner font.

game_141.png
 

Mugi

Member
pew pew bois,
animated sprite weapons :)

https://youtu.be/IsU0Z9_Vgi0

took me a while to wrap my head around how to write a functioning metasprite system to draw this stuff, but then again..... i learn from the best :p
in addition to the weapons, the money system now works and uhh what else.. not much i guess heh, we're working on it!


and yeah, having the ability to use both upper and lowercase text is nice (and was easy to add due to the way our cutscene engine works) but the text is just so much less readable in lowercase that im honestly not sure
if im gonna keep it or not. For now i left the text in lowercase and see if it grows on me.
 

Vonwoah

New member
Very nice. How did you do it so the created sprite object positioning is not affected by gravity in air?
 

Mugi

Member
the weapon draw code is set into the same place where player position updates happen, so that it doesn't "drag behind" anymore.
further fixes were also added to ensure the weapon position consistently updates with the player.

as far as gravity affecting the weapons. they are not objects so they are not affected by anything. the weapons are sprites that are directly drawn into VRAM at runtime.
the weapon draw metasprite system is completely written from scratch to ensure it performs as intended.
 

Mugi

Member
Bucket Mouse said:
though there was that one snickering voice from the back commenting that it wasn't true parallax because the leaves weren't overlapping the background. Everyone else liked it though!

iTs NoT rEaL pArAlLaX tHe LaYeRs ArE nOt OvErLaPpInG
I have to admit i was more triggered than i should have been, so.....


https://youtu.be/hW8LBki2Dz8


dear random person from PRGE, does this overlap enough?
 

Mugi

Member
aaand here we go :p

https://youtu.be/8C_hzyDkKQk

this was actually slightly tricky because when we originally made the elevator, it was made to be a standalone screen and was put together with a code pieced from the menu engine and cutscene engine (runs 8x8 tiles mode and does some really funky stuff with the chr-ram)
turned out that enabling gameplay on-top of that wasn't gonna be as easy as just turning it back on... heh.

well there you have it, now one can walk around in the elevator while it moves (obviously the direction matches to where you're going.)
and before anyone asks, yes we are considering on using it for something like a boss fight or monster fight.... we'll see what we come up with heh.
 
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