patrickb
New member
I go by grav or gravdev online but you guys can call me Patrick if you wish.
I didn't grow up with the NES (I'm 27, which I'd imagine puts me at the younger end of the spectrum of NESMaker users but I could be completely wrong). However, like anyone with a casual interest in retro games, I pay my respects to the system when I can and there's some games on it that I still adore.
I come from an art background. I'm still an art student, though Covid has thrown a wrench into the works of that right now. Before that, I worked in graphic design. I could easily make any old faux retro indie game with pixelly graphics in Gamemaker or Godot or what-have-you, but I find the opportunity offered by this software to be much more interesting. To make something where I have to stretch things to accommodate actual hardware limitations is fascinating to me, and the bonus of being able to play it on a real 8-bit system is too good for me to pass up.
Here's what I've done in NESMaker so far on an as of yet announced project.
I've had about 3 years or so of gamedev experience, working solo on the troubled development of a horror game in the Unity and Godot engines -- so I know the basics of code. Still, I'm struggling to wrap my head around ASM. I feel like if I keep at it, it'll make sense eventually.
But yeah, nice to meet you all!
I didn't grow up with the NES (I'm 27, which I'd imagine puts me at the younger end of the spectrum of NESMaker users but I could be completely wrong). However, like anyone with a casual interest in retro games, I pay my respects to the system when I can and there's some games on it that I still adore.
I come from an art background. I'm still an art student, though Covid has thrown a wrench into the works of that right now. Before that, I worked in graphic design. I could easily make any old faux retro indie game with pixelly graphics in Gamemaker or Godot or what-have-you, but I find the opportunity offered by this software to be much more interesting. To make something where I have to stretch things to accommodate actual hardware limitations is fascinating to me, and the bonus of being able to play it on a real 8-bit system is too good for me to pass up.
Here's what I've done in NESMaker so far on an as of yet announced project.
I've had about 3 years or so of gamedev experience, working solo on the troubled development of a horror game in the Unity and Godot engines -- so I know the basics of code. Still, I'm struggling to wrap my head around ASM. I feel like if I keep at it, it'll make sense eventually.
But yeah, nice to meet you all!