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snes homebrew: super glider

Started by neen, Sat, 2025 - 02 - 08, 09:15 PM

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neen

finally, a place to put my brain garbage.

this was a manual recolor to fit inside the existing palette so i didn't have to use new colors. went ok, the rim is a little weird, might try to fix that

neen

#46
some things done since last post:

-walls can be placed in the middle of the room like shown, allowing for Room Variety
-a couple of invisible objects that exist only to provide collision types, like: act solid, kill, provide lift
-new object types like fireplace, and manholes for the sewer tileset (do not currently work)

neen

one thing i decided to deviate from on glider pro's design is that: in glider pro, you an go outside and explore a ton of different environments. in fields, on roofs, multiple houses, etc. and so the goal of the game changed from 4.0 to pro, from "leaving the house" to "collect this mcguffin". i decided to stay indoors, partly because it reduces the number of backgrounds i need, but also it seems like an easier goal to believably satisfy. you leave the house at the very end and go into the sky.

i did want to at least taunt the player with the idea of outside a little bit, so i made this scene. maybe could fit in some special graphics like a clothesline, clouds, a bird, who knows.

neen

looked back at the first post just to feel accomplished at how much i have done  :smug:

neen

o yeah makin cabinets or something

neen

got bored. gonna see if i can cram this and/or other things like it into the game somehow

neen

i did some levels but also fixed some dumb bugs, feelin ok about the game i guess

neen

fixing bugs, making new ones, feelin kinda bad about the game i guess

RT-55J

system engineering (sometimes) blows :pensive:

neen

it was more funner when i was arting. now i am struggling to understand something i wrote a month ago

Cera Sizzle

I've been confused by things I've done in the past enough that I've made tutorials just for myself

neen

#56
i had to look thru my source to find it but i have some arguments across time with myself

    ;these scroll updates are probably unnecessary
    ;ugh
    ;no wait they are needed
    ;i have done this thing where i comment this out
    ;and then the scroll values of the background layers is wrong
    ;so please just leave this here, okay?

        ;this is actually going to always render the first spritemap
        ;in the list unless the enemy does a
        ;lda !enemyspritemapptr,x
        ;do math
        ;sta !enemyspritemapptr,x
        ;to advance animation frames
        ;maybe this is fine?
        ;we'd need to set initial spritemap list index in enemy init i guess
        ;if you don't want to use the first one first
        ;so maybe put the first one first?
        ;ok buddy

neen

i have begun the process of beginning the process of trying to put sound in the game.

it's gonna be a doozy, involving learning a sound driver/associated tools, and a different assembler. use those to make a rom, then shove that rom into my rom, and do some kind of silly manual linking process to make it work in the game.

 :cool: