I've hooked up our entity system to our editor. It's quite nice as I can use it to make the overworld more interesting. What you see is a crashed spaceship which plays a central role to the story of the game.
#nes#nesdev#gamedev#indiedev#homebrew
@megacatstudios@Broke_Studio That's cool and all, but it's not something I can attend I'm afraid. I understand it's physical games. How do you submit your game, a rom to be played on Everdrive or an actual cartridge?
@GregorGullwi NES hardware sprites are 8x8 or 8x16 pixels, so to display larger entities you need to combine sprites into what is usually referred to as meta sprites.
We now have meta sprites exported from the editor working in the game. I'm very please with the current workflow when it comes to graphics. Iterations are super fast and easy!
#nesdev#nes#gamedev#homebrew
@IssaZombie343 It's a new game we are working on. We are mostly working on getting the editor and basic workflows up at the moment to allow us to make a more ambitious game this time around.
Today was the first day I got something useful out of AI. It could answer a question about the OpenSSL API, which was very helpful as the OpenSSL documentation seems non existing.
After som evening coding I know have a rudimentary meta sprite editor. It doesn't export anything yet, but that should be fairly easy to add.
#nesdev#nes#gamedev#indiedev
Editor work continues. I've always found it annoying to work with chr data and animations. To make the process better we've come up with a chr bank editor where assets are combined into a bank. Hopefully it improves the workflow.
#nesdev#gamedev#indiedev#nes
@FrankenGraphics Thanks but we have all we need. The chr banks is only one part of the editor. It also handles levels, entities, backgrounds, palettes and build and export a rom. Meta sprites I'll add next. Having it all in one app makes abstractions and optimizations so much easier.
@FrankenGraphics Plan is to do OAM data in a meta sprite editor. We first thought about combining it, but it's not as flexible. Chr banks will also be used for backgrounds where duplicate tiles are stripped upon export. NES rom build and export is already in place!
@FrankenGraphics As always when I do things there is also hot reloading, so you can simply paint and edit in Asesprite, save and then everything is automatically updated. Saves a ton of time!
Got a #MEGA65 today. Very exciting! I hope I can spend most of the weekend getting familiar with it and get a cross dev env going. I skimmed through the manual (which is awesome btw) and the Basic capabilities look very promising so I might even try to get my kids onboard!
Editor work continues. Entities can now be placed in rooms. We also replaced our ui code with Dear ImGui as I realised I don't want to write yet another UI library.
Coming up next is to deal with sprite palettes.
#nes#nesdev#homebrew#gamedev
Video review of #dataman for #nes by #darkbits and distributed in a physical version by @Broke_Studio
Watch the video:
https://t.co/qZKPfZFAf2
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@NewGameOldFlame I don't know. I guess it would be limitation if anything :) We could have used a huge rom to add tons of features, graphics and music, but we chose not. Reason was to have a tight budget forcing us to be creative and actually finish the game!