OFFICIAL 5.0 SUGGESTION THREAD!

charliee

New member
Another suggestion:
When viewing/editing scripts, you can look at the macros via the list on the right hand side. The macros appear down below the script, in a separate window.

Scrolling though the script works via the mouse, but scrolling through the macros does not. It would be helpful if the macro window had support for scrolling via the mouse.
 

PasseGaming

Active member
How about we don't change so much that it wont be like starting from scratch over again. Going from 4.0 to 4.5 was quite the system shock for me and many others Need to keep in mind that we aren't all naturals with the programming like many of the more notable members of the community.

Also remove anything that has no place within the program. Like day and night for instance... perhaps streamline a few things some. Figure out how to make triggers more user friendly.
 
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Have option to set sprite 8x8 or 8x16.
Since we have both Background tiles 8x8 and 16x16 tile. I like to have third option to set Background tiles size 32x32.
 
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Jonny

Well-known member
Have option to set sprite 8x8 or 8x16.
Since we have both Background tiles 8x8 and 16x16 tile. I like to have third option to set Background tiles size 32x32.
Curious what the reason for this would be? To save memory so there could be more screens? Other that that I don't see the benefit as you can build assets 32x32 and just use those.
 

dale_coop

Moderator
Staff member
32x32 tiles ? same here... not sure why anyone would need that.
In the screen editor, you can select the tiles you want, then select 4 tiles to have your 32 tiles:

2021-06-28 12_02_37-NES MAKER 4.5.9 - Version_ 0x176 - AdventureTutorial.MST.png

Or you can even prepare your 2x2 tiles assets, in the asset editor.
 

Logana

Well-known member
@dale_coop He means to save on memory for the map, like for extra map data, this would quadruple the amount of rooms you could have if you use it on every room, so it would be quite useful if you have a very large game in mind
 

dale_coop

Moderator
Staff member
Oh... sorry I misunderstood.
Doing that, you would lose in gfx tiles... 4 times less unique tiles could be used :unsure:
And where to have those new screens ? A new "world" maybe (not only overWorld/underWorld)? It's a lot of work... for specific needs.
NESmaker is meant to be generic, versatile,... to make average simple games.
When you want to do something very specific for your project, you will have to code that yourself... I mean, it's how I see NESmaker.
 

Jonny

Well-known member
So instead of the assets feature, that would become a metatile builder? It's a cool idea, although I think it would cause a lot of issues if even possible in a universal game builder. There's a lot of free space, maybe finding ways to use that for graphics in a way that still keeps some functionality of what's already in place for screen building.
 
add support to all (j0CC?) famitracker features? idk if that's possible tbh (i'm not talking about expansion chips, i'm talking about note effects, channel volume effects, sustain envelopes, etc.)
 

mouse spirit

Well-known member
How about we don't change so much that it wont be like starting from scratch over again. Going from 4.0 to 4.5 was quite the system shock for me and many others Need to keep in mind that we aren't all naturals with the programming like many of the more notable members of the community.

Also remove anything that has no place within the program. Like day and night for instance... perhaps streamline a few things some. Figure out how to make triggers more user friendly.
Agreed.

Firstly. Thanks. I probly wouldnt have made my own NES game without nesmaker, all of you , and Joes videos. Thank you all for your time and efforts.
That being said,i love you all, but.....

.... i'm not going to hold back here..... as i have never struggled so much with a program even after a year of using it. I grew up building my own
computer and have used endless amounts of programs ever since.And i would even suggest that i am a pro at some of them. Also i am
always down for a workaround,i can adapt easily to things, especially things i'm interested in.
But in all my life i have never met such a "quirky" program. Ever.

Anyway, I feel blessed to be such a workaround wizard, as I take NO credit for my game. As only The One True God (insert name here)
knows how it works !

I will try to stick to the program itself though, the u.i..


1.Take out everything that isnt functional, everything from the video game that was being made with the program.

2.Dont make it so everyone has to re-learn everything again.

3.Have the program work correctly at all times (atleast at most times). So many errors . I simply cancel them and move on
when it allows it.
Too many different ways to "save" something. Choose either a save button, or the "x" , or close, or nothing
at all. Please stick with one. I suggest "save".
Have outside forces test the program and TELL the nesmaker creators what they are doing wrong, or what shouldnt be like it is, then change it.
The design and choices and functions are just all over the board. Nothing is the same "here" as it is "over here".

4.Take some time to make instructions for it. Especially if you are building the program,
instructions are a given and should already be packaged with the program.
Not just videos. ( but thanks for the videos very much)
A clearly defined txt document or even pdf or real life paper,
that lists every feature of the program, the function of said features, and how they can be applied.
I understand that this is problematic, as the way the program works changes.............. ....... ..... .

5.Lose the "security" feature for the program. It's so useless and convoluted and only causes problems. People only have questions and complain about it
and get needlessly locked out and then must bother the help and wait to continue working on their project.
The program is easily cracked and i keep a cracked version at all times in case the program decides that i need a " time out ".
If you want a serial key feature, just maybe do it like everyone else does.

6. Fix every issue that has been brought to your attention, code-wise, for the core engine.

7.No excuses. I've heard excuses and some empty promises.
We are all human, i understand that life comes first, but a man or woman is only as good as their word.
Honor and integrity are important things to uphold, especially when backed and trusted.
This includes but is not limited to, time constraints, prizes, promised
features, quality goals, ect..
What i would appreciate is a finished working program, in a timely manner, as i have already payed
for that exact thing. And that was when the line "NO CODING REQUIRED" was being used.
I'll pardon that one as i am not an idiot, i went in ready to learn.

---------------------------------------------------------------------------------------------
If it wasnt for this forum,and the people here,who help fix the program on a daily basis, i would have asked for my money back a long time ago, or atleast said f-it and let it rot in the recycling bin.
Many programs like this one have been made and function just fine. What i'm talking about are programs made decades ago. This simple type of u.i. should not have all of these issues and "quirks". It seems like more of a lack of direction and or clarity from its creators ( or possibly "too much on your plate" ) ... so.... last suggestion....
thank dale_coop, he's the only reason i stuck with it.
 
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PasseGaming

Active member
Agreed.

Firstly. Thanks. I probly wouldnt have made my own NES game without nesmaker, all of you , and Joes videos. Thank you all for your time and efforts.
That being said,i love you all, but.....

.... i'm not going to hold back here..... as i have never struggled so much with a program even after a year of using it. I grew up building my own
computer and have used endless amounts of programs ever since.And i would even suggest that i am a pro at some of them. Also i am
always down for a workaround,i can adapt easily to things, especially things i'm interested in.
But in all my life i have never met such a "quirky" program. Ever.

Anyway, I feel blessed to be such a workaround wizard, as I take NO credit for my game. As only The One True God (insert name here)
knows how it works !

I will try to stick to the program itself though, the u.i..


1.Take out everything that isnt functional, everything from the video game that was being made with the program.

2.Dont make it so everyone has to re-learn everything again.

3.Have the program work correctly at all times (atleast at most times). So many errors . I simply cancel them and move on
when it allows it.
Too many different ways to "save" something. Choose either a save button, or the "x" , or close, or nothing
at all. Please stick with one. I suggest "save".
Have outside forces test the program and TELL the nesmaker creators what they are doing wrong, or what shouldnt be like it is, then change it.
The design and choices and functions are just all over the board. Nothing is the same "here" as it is "over here".

4.Take some time to make instructions for it. Especially if you are building the program,
instructions are a given and should already be packaged with the program.
Not just videos. ( but thanks for the videos very much)
A clearly defined txt document or even pdf or real life paper,
that lists every feature of the program, the function of said features, and how they can be applied.
I understand that this is problematic, as the way the program works changes.............. ....... ..... .

5.Lose the "security" feature for the program. It's so useless and convoluted and only causes problems. People only have questions and complain about it
and get needlessly locked out and then must bother the help and wait to continue working on their project.
The program is easily cracked and i keep a cracked version at all times in case the program decides that i need a " time out ".
If you want a serial key feature, just maybe do it like everyone else does.

6. Fix every issue that has been brought to your attention, code-wise, for the core engine.

7.No excuses. I've heard excuses and some empty promises.
We are all human, i understand that life comes first, but a man or woman is only as good as their word.
Honor and integrity are important things to uphold, especially when backed and trusted.
This includes but is not limited to, time constraints, prizes, promised
features, quality goals, ect..
What i would appreciate is a finished working program, in a timely manner, as i have already payed
for that exact thing. And that was when the line "NO CODING REQUIRED" was being used.
I'll pardon that one as i am not an idiot, i went in ready to learn.

---------------------------------------------------------------------------------------------
If it wasnt for this forum,and the people here,who help fix the program on a daily basis, i would have asked for my money back a long time ago, or atleast said f-it and let it rot in the recycling bin.
Many programs like this one have been made and function just fine. What i'm talking about are programs made decades ago. This simple type of u.i. should not have all of these issues and "quirks". It seems like more of a lack of direction and or clarity from its creators ( or possibly "too much on your plate" ) ... so.... last suggestion....
thank dale_coop, he's the only reason i stuck with it.
Personally I wasn't a fan of that tag line and kept asking them to change it. It's a terrible way to draw folk in. An while it's far easier using NESmaker compaired to straight up programming (I tried following the Nerdy Nights tutorials and struggled) it should be pointed out that you really can't make much of a game without understanding the language this software uses. An it was also a mighty struggle, still is to be honest. I find it odd that for melee attacks the weapon tends to hang in the air for the full animation. I know the work around but I am also aware of many other games that didn't have this issue and I'd love to see something like that get addressed. Anyhow, before I got off track I agree with all the above, if it had not been for the community I don't think I would have gotten very far. My worry now is it feels like they've taken a step back from development and support for the NESmaker. The forums have been a mess, I still dont see why they can't bring in a few other folk to help out some. An there are plenty of features that need to be addressed as point out above. I hope we see these changes, just as I hope we see that RPG module that's been teased for a couple years now occasionally. I think user friendly should be on the forefront of their minds with the new version.

Also, I love the idea of a central location for infomation on how to achieve certain code for the game. I think we've seen enough beginner videos and perhaps some more advanced videos featuring things like Saving and bank switching and stuff like that. All of us at one point or another have asked questioned about these things and it's never been quite clear how to go about it. While I understand a few members of the community have figured it out, most appeared to have moved on to their own thing. We need a way to centralize some of this info. Not just leave it on the forum to fade away. At the very least videos on how to go about it would help greatly.
 

pizle

New member
I can think of a few things I'd like to see in NESMaker 5.0 (...if thats even something that happens?):

1) Pixel Editor needs "rotate tile left" and "right" for 8x8 and 16x16 tile sizes.
2) "Game Objects>>Object Details" menu-tabs are a confusing mess of check-boxes and drop-menus. Simplify or define better?
3) A NESMaker manual for intermediate users (prefereably with troubleshooting and basic 6502 sections).
4) Switch between editing 8x8 and 16x16 overworld banks without deleting the map/collision data (for detail work).
5) Add more native tile-types (teleport, hurt, trap, slow, trigger, enemy barrier, etc.)
6) ???
7) Profit! $

That's all I can think of for now... I'm sure more minor annoyances will arise.
 

Kanbei85

Member
I think one of the biggest things that needs to be fixed is how the scripts are JANKY and don't really work as intended much of the time. There are features in the GUI like "Strength", "Defense", etc., that are just hanging there and not apparently connected in any way to the scripts. This is a sort of lie: making people believe the program has more features than it really does! And what about the "items"? We need more info on this.
 

JPiXeL015

New member
i'd love to see vertical scrolling being implemented in 5.0, i was struggling a bit to get that to work a while back, not realizing how complicated scrolling code can be, but it seems possible though from what i've seen
 
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dale_coop

Moderator
Staff 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 ;)
 
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