Ran out of tilesets

The_Siege

New member
Hi. My game involves RPG + L2R scroller (hShooter)

It has lots of cut scenes.

But I ran out of tile sets. , and my graphics bogged down pretty bad. Nothing I do fixes it.

Theres no way to get more tilesets is there? - This game may have to be built with a different game engine. I'd like to work out my options.

There no way I can finish this game without a minimum of another 10 tilesets for 5 more cut scenes.

what are you thoughts?
 

mouse spirit

Well-known member
Hi. Try to use some same graphics for different things.
Like don't have any 2 8x8 squares be the same.

There are ways to store more, but i bet we could combine and reduce some of
your tilesets.

Dont have more than one empty 8x8 square on a tileset is possible,
so mabe you could fit 2 cutscenes on one set.

To address the bogdown , how many objects are you having on screen at once?

If you post any tilesets maybe i could better help.
 

The_Siege

New member
the bogdown oomes mainly from two many squares on a line. My character is a truck that is 7 squares wide and will make all monsters coming at it on the same line disappear. Pretty sure the buck stops there.
 

mouse spirit

Well-known member
Yes.That is large, but not a NESmaker limitation, more of an NES limitation if we are talking
about 8 or more tiles per horizontal scanline.
There is a purposeful flicker effect you could add, but things would still flicker ofcourse.
Can the truck be smaller?
 

mouse spirit

Well-known member
Now vertically, you can have as many things as you want!

Edit: you can reasonably have more without disappearing on a vertical line.

Thats why NES games like TALL flames , lightning, and bosses.
Or even upscroll (which nobody gives credit to, ever! ) instead of sidescroll.
 
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CutterCross

Active member
Now vertically, you can have as many things as you want!
Thats why NES games like TALL flames , lightning, and bosses.
You are still limited to 64 hardware sprites for the entire screen, and doing so would heavily cut into your sprite budget this way:

Hi. My game involves RPG + L2R scroller (hShooter)

It has lots of cut scenes.

But I ran out of tile sets. , and my graphics bogged down pretty bad. Nothing I do fixes it.

Theres no way to get more tilesets is there? - This game may have to be built with a different game engine. I'd like to work out my options.

There no way I can finish this game without a minimum of another 10 tilesets for 5 more cut scenes.

what are you thoughts?

There are many methods to get more space for your graphics, but those go beyond the scope of NESmaker's default engine and code structure. It sounds to me more of a case of not limiting your scope accordingly for what you have to work with.

KasumiNESgraphics.gif
 

mouse spirit

Well-known member
Try to think of old nintendo games.
Why was black used so much?
Why were things tall?
Why were lots of things mirrored images instead of unique on both sides?

People making good nes games learned to create smartly
instead of incredibly.

Workarounds are key to making a video game.
No game is infinite, but if there are barriers and visually
i see into the horizon, the ILLUSION of infinitality is created.

Video games are ,in large part, illusion.

So try to simplify everything if you can.
Only complicate it if you really have to.
 

The_Siege

New member
I am interested in trying a vertical scroll. It was what I wanted to do to begin with, but used the horizontal hShooter module to build it. I only need up to 4 monsters + the player object. I will have to redraw everything, but that is ok. I still dont know how to mate the module up to the Adventure module yet, but opted to build up the game graphics and physics as separate files. And then try to bring them together. The order of play for my game is RPG, hShooter, RPG, hShooter, RPG, hShooter, RPG, hShooter. - No map, no inventory, no items, nothing like that. This game is really important and will help a lot of people when it's ready. Any suggestions on how to get hShooter to scroll vertically? Or what base scripts needed to build a vertical module would be the kind of help that saves the world.

The_Siege
 
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mouse spirit

Well-known member
No, I'm sorry but, the discord seems to be a great place to go beyond
NESmaker, as thats not a normal thing with NESmaker,yet. . So maybe ask there or possibly someone will have a better answer here.
 
You are still limited to 64 hardware sprites for the entire screen, and doing so would heavily cut into your sprite budget this way:



There are many methods to get more space for your graphics, but those go beyond the scope of NESmaker's default engine and code structure. It sounds to me more of a case of not limiting your scope accordingly for what you have to work with.

View attachment 4427
i have a question, how do you overlay sprites or characters?
 

Logana

Well-known member
They’re just random spam bots, they aren’t made for this site or are even affiliated with it, it’s just a ad bot someone made to puss everyone off
 
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