OFFICIAL 5.0 SUGGESTION THREAD!

illuzio571

New member
dale_coop said:
illuzio571 said:
As a colorblind person, this would help me immensely:

Changing the names on the Color Picker. Currently, they use names that I don't recognize as colors at all (like Olive or Magenta) simply because I can't tell the difference between some of them.

...

This is already customtizable... just open the "GraphicAssetList.xml" in a notepad and around the end of the file, you will see the colors names... just change it like you want ;)

I didn't know that!! Thank you so so so so much! :)
 

dale_coop

Moderator
Staff member
About the tool, something I didn't find (maybe it's already existing...) I would like to have the possibility to modify (rename/relocate) the project's GraphicAsset folder.
I had a "TestAdventureGame" graphics folder ("GraphicAssets\TestAdventureGame") with my test project.. but now wanted to rename my project into "MyGreatAdventureGame" so wanted to have the same for my graphics ("GraphicAssets\ MyGreatAdventureGame"). Can't find how to do that >_<
Would be great to have a change the project's graphic folder (or just modify the path?)...

Is this already existing?
 

codingkid01

Member
Ability to export to .exe files, so if you want to make a game for computer rather than nes, so you dont need an emulator to run it, because that would be great!
 
I know this is a pretty late suggestion, but something I am running into in the tool I feel could be easily improved:

Please improve the text box entry interface.

I am getting to the point where I am adding a lot of text to my game for story, and I am having to use a lot of trial and error to figure out if my textboxes show up correctly.

The tool wouldn't need to change much to make this much easier to use.

#1 Give us a character limit.
If you type in too many characters, eventually the textbox will overflow in the game and cause wierd behavior. That's fine, its just a memory limitation.
It would be helpful if instead of guessing when this happens though, have a total character count beside the textbox in the editor, with a warning if we reach/go past the safe character limit.

#2 Either make the textbox in the interface user-resizeable, or change it's size to reflect the size we made in the GUI boxes.
Right now we get a green box that acts as an indicator about what our textbox size is. Sadly it is useless the moment we use the >(more) character.
To fix this, either let us resize the boxes so we can test for the correct width 1 time and leave it there, or make alternating green/not green backgrounds.

Just some kind visual indicator in the interface for our text boxes so we can size our lines correctly without having to run the game after every single edit we do to the text.

In the absence of all those fixes though. Please make it a bit bigger at least lol.
Its really hard to work with.
 
I don't spend much time on NESMaker. My biggest issue is I am using 1920x1080. In Game Object, Player, the sprite review looks so tiny. I am hoping you can add zoom in like 2X and 4X to make sprite review looks bigger. Hope you able to make play speed as same as Animation Speed.(In Game Objects, Player, Object Details, Actions Box) I am looking forward on new OFFICIAL NESMaker 5.0.
 
Given that I spend most/all of my time on the computer during the night, a built-in dark mode is still at the top of my list.

But I would also like some improvements in the pixel editor:
I would love to have some of the same shortcuts/conveniences that are in Gimp.

* Middle click and drag moves the view point of the work area around (this would be best for when zoomed in) so for example if you click and drag right the view area would move left.

* As someone said, I would love a variable zoom, both with a slider for laptop users, and actuated with the mouse wheel.

* I would also love it if there was a button to export the bitmap as a png with palette translation, as I find in some cases where I'm using my stuff in other tools, I have to spend a fair amount of time changing colors.


With all that taken into consideration, I find myself having to use a fair amount of external tools due to them being more convenient.
However the pixel editor has things that other tools don't, i.e. 1x1, 8x8, and 16x16 gridlines, so I always find myself coming back to the pixel editor for those features.
 

Razzie.P

Member
NESMaker needs a method to easily add 3 features that are somewhat universal to gaming. The user should be able to easily added to any module.

1) An "easily added" Checkpoint and lives system for all modules. Many users (myself included) are struggling with having their game perform a basic staple of gaming. -- you die, and you restart the level (or from a checkpoint) You die X amount of times, and it's to the "game over" screen.

2) The ability to easily add a timers. This includes "total game" timers, as well as "individual level" timers.

3) An easy way to have your score diplayed at the final screen, whether it's "Game Over!" or "You Win!"
 

rimoJO

Member
being able to switch clothing/armor, weapons, and misc. items via a special screen
shops, where you can buy things like food and items
food
hookshots/gravity-defying grappling hooks should be possible
custom nes hardware to support games made with nesm that have things that normal nes systems will not accept. basically, what i'm saying, is more ft expansion chips, more expansion chips
i know i said this before, but a turned based battle system
seamless topdown--platform hybrid games

plz and thx
 

SciNEStist

Well-known member
I would like to see hotkeys for horizontal and vertical mirroring of sprites when creating assets to go along with the already existing checkboxes. Would make creating animations a lot more efficient for me.
 

tornotlukin

Member
Incremental/or major modifications of the UI would be a big help. More natural language in the different sections. More space between visual elements. Less redundant inputs and button combos (like palette input and rename button on top of each other.) Perhaps user driven workspace modifications, like reorganizing parts of sections or pull parts into floating palettes.

Putting coordinates on each world map room instead of rolling over would be great for mapping warps. Also, when editing the map room, have the coordinates of what room of the world map it is, would be a big help.
 

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wallmasterr

Active member
Only just realized this was a thing to suggest stuff. got a bit caried away and made some mocks for my main gripes.
overworld:
add toggle to overworld screen to show linkages between levels, different colors for underworld overworld
add more options to right click menu
alow dragging screens around while retaining warp linkages (swap screen if over another when released)(would also be really good to select and move multiple screens at once)

level Screen:
more visibility of where the player spawn point is,
where the level outs are, less important
fix monster placement
show indication of which monster it is and a quick way to move/ delet it
Show current cell number from overworld on this screen somewhere along the top
Checkpoints would be kl to see indicators too but less essential
-this might be coming but a way to paint on types of collisions and Mabie a colored collisions representation the number overlays are hard to read.

Animation:
move stuff around a bit
Add a proper timeline

nesmakerOverworldImprovments.png
 

Joe_Cracker

New member
When I look at the list of all the different scripts I’m just instantly confused. We are always looking at the file names and the roots. The list needs to be simplified by having a mode that displays then as such and can switch to listing what they do. Like the script that makes your character jump, well why not just scroll down until you find “jump”. Simplify the process and you could move things along a bit faster for the beginner.
 

wallmasterr

Active member
Joe_Cracker said:
When I look at the list of all the different scripts I’m just instantly confused. We are always looking at the file names and the roots. The list needs to be simplified by having a mode that displays then as such and can switch to listing what they do. Like the script that makes your character jump, well why not just scroll down until you find “jump”. Simplify the process and you could move things along a bit faster for the beginner.

I think a search function in the scripts screen would be helpful too.
 

rimoJO

Member
Need: A custom user-friendly text box setter that will show what the text box will look like- with the font and palette. And instead of using > (More), you can add a "page" to the text box using a button, and the program will do the page making behind the scenes. Making easy to read character dialogue and text in cutscenes is hard with >, SPACE and ENTER.
Would be great: Character icons in text boxes, like in Undertale.
 
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