Very cool. I'm experimenting with 6502 asm on the NES as well... I've managed to find a lot of information, but I was wondering if you knew of any particularly helpful tutorials or documentation on animating sprites? I guess what I'm most interested in is finding some way to keep time, then I suppose I could swap the individual sprite tiles in the multi-sprite. Otherwise I seem to be finding things pretty well.
@tummaigames Thanks for the reply! I ended up looking at NMI code again and seeing frame counts, delays, etc vaguely referred to in forum posts (although still not directly in reference to sprite animation) and ended up doing more or less just that. I'm kind of surprised no tutorials point that out very explicitly, only because I can imagine many people being confused about it as I was, and wanting to now how to do that.
I've put this one aside for a newer, less ambitious project (see my newer videos). The idea is to finish a smaller game to gain more NES development experience. I'll come back to this project.
@GoblinSlasher thanks, although the sprite isn't mine. I ripped it from The Guardian Legend. If you like old school games you should check out "Battle Kid" by Sivak. Most impressive NES homebrew I've ever seen.
Man, if only some games would show the hit detection box like you do. It would clear up a lot of questions as far as questionable deaths are concerned.
That map is too darn complex. I'd be very upset trying to play your game. At least it's fun to watch and see how it's done.
@theboombody the hitbox is just for debugging purposes. It wouldn't be visible in the final game.
I agree the map is too complex. It's really just a test map that I can use to make sure things are working. I threw it together without much thought. Final game will have better level design :)
I'm planning on making an NES game! I hope it works, knowing that I'm gonna get an NES! :D :D :D
TheYoNate 1 week ago
Could you please make a tutorial for a basic version of this?
Camronas 1 month ago
what you use to make it?
chipmo3 7 months ago
you should call this AdventureRace! it would sound cool! it would have a tagline: Race to the extreme!
SSCode09 8 months ago
Wheres The Rom to this?
TheNessmiester 8 months ago
It looks so easy to make when you just show it!
2DPolygon 9 months ago
What program are you using to make this?
Mikirby678 10 months ago
I should make the Homebrew NES games.
JohnnyP625 1 year ago
@JohnnyP625 go for it. check out the forums at nesdev.com
tummaigames 1 year ago
where do yo make this
22robana 1 year ago
Looks like it can be a quite cool game! I hope that you continue making this!
I have an idea. Change palettes when changing floor, that will make the nagivation in the game easier...
RobbyRubbish 1 year ago
I can script LUA , give me da program :) oh , Floor is the Z position?
wargarkaz 1 year ago
LUA Scripted? :0 Can i have the Program to make games , i know LUA =D
wargarkaz 1 year ago
Very cool. I'm experimenting with 6502 asm on the NES as well... I've managed to find a lot of information, but I was wondering if you knew of any particularly helpful tutorials or documentation on animating sprites? I guess what I'm most interested in is finding some way to keep time, then I suppose I could swap the individual sprite tiles in the multi-sprite. Otherwise I seem to be finding things pretty well.
HoneydewHuey 1 year ago
@HoneydewHuey I'm not aware of any NES tutorials that teach sprite animation specifically, but I think you'd use a frame counter for timing.
tummaigames 1 year ago
@tummaigames Thanks for the reply! I ended up looking at NMI code again and seeing frame counts, delays, etc vaguely referred to in forum posts (although still not directly in reference to sprite animation) and ended up doing more or less just that. I'm kind of surprised no tutorials point that out very explicitly, only because I can imagine many people being confused about it as I was, and wanting to now how to do that.
HoneydewHuey 1 year ago
Still working on this? Seems really cool.
AmonAmarth02 2 years ago
I've put this one aside for a newer, less ambitious project (see my newer videos). The idea is to finish a smaller game to gain more NES development experience. I'll come back to this project.
tummaigames 2 years ago
Good to see people are still developing Old School games BTW nice sprite and physics.
peace.
GoblinSlasher 2 years ago
@GoblinSlasher thanks, although the sprite isn't mine. I ripped it from The Guardian Legend. If you like old school games you should check out "Battle Kid" by Sivak. Most impressive NES homebrew I've ever seen.
tummaigames 2 years ago
what software are you using to make this?
thehermanater 2 years ago
@thehermanater I'm coding it from scratch in 6502 assembly language. I write code with notepad++ and then assemble it using ca65.
tummaigames 2 years ago
Man, if only some games would show the hit detection box like you do. It would clear up a lot of questions as far as questionable deaths are concerned.
That map is too darn complex. I'd be very upset trying to play your game. At least it's fun to watch and see how it's done.
theboombody 2 years ago
@theboombody the hitbox is just for debugging purposes. It wouldn't be visible in the final game.
I agree the map is too complex. It's really just a test map that I can use to make sure things are working. I threw it together without much thought. Final game will have better level design :)
tummaigames 2 years ago
What program are you using?
PhilipIndustries 2 years ago
@PhilipIndustries For my assembler I'm using ca65. I write code in notepad++
tummaigames 2 years ago
No demo roms yet. Still in early development. It's not quite a game yet.
tummaigames 2 years ago
Nice work ;-)
(this is Jeroen from the forums)
vcr32 2 years ago
Thanks for the support!
tummaigames 2 years ago
This comment has received too many negative votes show
booooooooring
zvonkozvonkozvonko 2 years ago