OFFICIAL 5.0 SUGGESTION THREAD!

tbizzle

Well-known member
You mean from one to another? Because it works within the same map.
In the mean time, you can still use screen>Export... then screen>Import ;)
Those are a couple buttons I haven't tried yet lol. I'm trying them out soon, thanks Dale!
 

dale_coop

Moderator
Staff member
And yes, on the same map, you can do a CTRL+C on a screen... then CTRL+V to copy it.
You can also to a SHIFT + select a screen... and drag and drop it anywhere in order to move it to another place on the map.
 

nes-lover

New member
My knowledge on 6502 and its capabilities are somewhat limited, so this may or may not be possible, but something I've been wanting to do is animations for regular tiles and not just game objects. I know there are ways to write scripts to do this, but to someone with a limited knowledge of 6502, that option is out of reach.
 

Moehr

New member
Dark mode

Decouple monsters from the tilesheet they use, so you can reskins monsters by loading a different sheet on different screens with the same monster objects. Let the user swap tilesheets around to make sure the animations can work for several tilesheets if they wish to reskins their enemies

Set that tilesheet in the monster group instead.

On the screen editor have the art loaded for the monsters being placed be determined by the tilesheet selected for the monster group assigned to the screen, so the art on the setup looks how it will in game

Then monster 10 who works with tilesheet 00 or 01 or 02 can be loaded with monster group 00 which uses tilesheet 00 and monster group 01 which uses tilesheet 02, etc, will look proper based on its monster group 'skin' when placed in the screen editor, and it's code can be run with any tilesheet the user likes
 

dale_coop

Moderator
Staff member
My knowledge on 6502 and its capabilities are somewhat limited, so this may or may not be possible, but something I've been wanting to do is animations for regular tiles and not just game objects. I know there are ways to write scripts to do this, but to someone with a limited knowledge of 6502, that option is out of reach.
You can check that topic, to implement animated tiles in your project:
 

xboxown

New member
There is only one suggestion I have in mind, if you guys implement this I guarantee you 100% that there will be an increase of people buying NESMaker, increase the level of audience by enormous amount and increase new game libraries even more. Everything about NESMaker is perfect, except one part...the coding part...the scripting part in assembly. This is truly a very discouraging thing for people to make their game, however, assembly is needed with NESMaker due to the limitation of the hardware. There is just nothing that can be done about it. That part I understand. However, what do you think of this idea? Have a skin layer called DnD. DnD is a feature in GameMaker Studio for Windows. GameMaker Studio offer two ways of coding your game:

1) Code purely on C code (this part I am so comfortable with and the only way I prefer to make my games on)

GameMakerDnD.png

through click and play. There is an event called next room, event called restart game, quit game, collision check, etc all through dnd. Personally, as a gamemaker I am more comfortable using C language to code so I never use this feature. Look at the screen there is set font, set lives, set score, assign variables all done through windows interface. This is needed more in nesmaker than gamemaker personally. All you have to do is make this a feature for the user and when you click ok, on the back end it just codes it into assembly. Instead of letting the user manually type assembly code which puts a big strain and pushes lots of users from using this program, you put a middle man..this interface, they fill up fields in windows interface and it converts it back to assembly code automatically instead of me typing them.

I am not asking to write in high level language as NES is not capable of that, it is inferior hardware spec and can only function in assembly...I am just asking to have a middle man to convert the GUI into assembly language automatically instead of letting a person type them inself which opens door for endless bugs and issues which delay game releases and increase frustration level instead of enjoying making games.
 
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dale_coop

Moderator
Staff member
Code is easy to work with other nesmakers... just share your script, or using patch, like I do with all the other nesmaker creator I collaborate with. (or using SVN, GitHub... and even could sync services)
And for the map, there is the map merge, as explained here:
View: https://youtu.be/XtqIv2qjOwk
 
Code is easy to work with other nesmakers... just share your script, or using patch, like I do with all the other nesmaker creator I collaborate with. (or using SVN, GitHub... and even could sync services)
And for the map, there is the map merge, as explained here:
View: https://youtu.be/XtqIv2qjOwk
I kinda understand that dale..Dale... but wouldn't it be cool if they somehow for the nes rom of all things make nesmaker be able to load everything simultaneously while everyone involved programs? My dream job is being a high-school teacher so having it that way would be waaaay easier to teach kids assembly as a group. (Coding I want to be an elective mind you)
 

mouse spirit

Well-known member
I'd like to see a fully functional program, with all of the currently or formerly mentioned bugs fixed.

Also to have any functions that don't actually work,to be removed completely.

To have all currently implemented functions work as intended.

A manual would be fantastic. Something that describes and explains each individual function of the program.

I understand that all of these things should have been done in nesmaker 1.0,or at the very least, 2.0.... and it has been more than a couple years since 4.0....and I still haven't heard any results from the last competition,and the promised prizes haven't been awarded from years back.... but I still thought I'd leave these obvious suggestions..... just Incase. As no one has been told what's going on with the program we've all supported and paid for... and still isn't finished after all these years and is still very broken.
 
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Paul

New member
Not sure if this is the appropriate place to ask, as this thread originated quite some time ago. But first, kudos on all you've done (looks to me like quite a few suggestions made it into 4.5.9).

Is 5.0 still in the works?

And also, I'm curious, what language is NESmaker itself written in?
 

gabeswarr

Member
Has anyone suggested the GBStudio method of programming for 5.0? I made two games in GBSudio without coding anything. It's more about the logic:

Screenshot 2023-06-24 at 5.52.06 PM.png
 

gabeswarr

Member
I just meant the interface. You have a bunch of events to choose from and you just drag and drop into a column.

The problem I have with NESmaker is I just can't find anything. It's like you are trying to find a town but if you take a wrong turn you'll fall off cliff. So, you ask for a map and guess what, no one has a map.
 

dale_coop

Moderator
Staff member
I just meant the interface. You have a bunch of events to choose from and you just drag and drop into a column.

The problem I have with NESmaker is I just can't find anything. It's like you are trying to find a town but if you take a wrong turn you'll fall off cliff. So, you ask for a map and guess what, no one has a map.
Hahahaha, not totally wrong ;)
 
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