Making NES game #14 : Out of space

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  • เผยแพร่เมื่อ 1 ม.ค. 2025

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  • @TimBeimer
    @TimBeimer ปีที่แล้ว

    The trail designs work really well in my mind but I think that footprints in the snow could also be very cool. Whatever you choose, this game looks like a game I would have loved a lot as a kid! And I never stopped being a kid. 😂

  • @ImMac23
    @ImMac23 ปีที่แล้ว

    Love that you are continuing to improve the game. Looks like fun and can’t wait to try it out. I think the challenge of beating the game will be fun, can’t wait to see what improvements you make next!

  • @thomasabutler
    @thomasabutler ปีที่แล้ว

    I found your channel a couple days ago & just finished binging every single one of these videos... Really good stuff man, nice work!

  • @Orgamesmic
    @Orgamesmic ปีที่แล้ว +1

    Your progress on this game looks amazing, and you explain it in an entertaining way. I like the new changes that make the game more clear. I don't think the trail looks like diarrhea. In the previous video, I was wondering how the player would figure out how the big hammer could smash the wall in the cave.

    • @Memelvar
      @Memelvar  ปีที่แล้ว

      Thank you. Well, when you get the big hammer you also get a piece of dialog text that kind of tries to explain what to do with the hammer. Probably I haven't showed that in my video.

    • @Orgamesmic
      @Orgamesmic ปีที่แล้ว

      @@Memelvar My brother and I played your game together, here's the link to the video. th-cam.com/video/aU0kmTxFFEk/w-d-xo.html

  • @Super.Whimsy
    @Super.Whimsy ปีที่แล้ว

    I like the trail designs! They look interesting and add a dash of color to the maps.
    On the pause menu, what about adding in subtitle to the actions? Changing their color helps, but wouldn’t indicate when they’re active. If there was a Home and Wilderness subheading for these options it would help highlight why they’re inactive and how to make them active.
    On a tutorial, I wonder if you can get away with a small nudge to the player on how to craft. Like a scrap of paper from tent in the woods that describes “Craft two stic-“. It would then help the player know an initial craft recipe, while doing this in context. Just a thought.
    Keep up the awesome work!

    • @Memelvar
      @Memelvar  ปีที่แล้ว +1

      Thank you. I like the subtitle idea. It could be done.

  • @jirzemli3061
    @jirzemli3061 ปีที่แล้ว

    Крутяк ваще! Интересно

  • @ATS-uy4vl
    @ATS-uy4vl ปีที่แล้ว

    aweasome!!!

  • @mintzweinstudio1720
    @mintzweinstudio1720 ปีที่แล้ว

    Good.
    I'd like to see making snes games❤

  • @curlyflipper2020
    @curlyflipper2020 ปีที่แล้ว +1

    Yo dude I got some mad designs for some nes games , just meed a programmer . Do you have discored ?

    • @Memelvar
      @Memelvar  ปีที่แล้ว +1

      Thanks for the sugestion, but this Nes stuff takes a ton of time. I barely have any left for my own game. I don't plan to take on some other projects.

    • @curlyflipper2020
      @curlyflipper2020 ปีที่แล้ว

      @@Memelvar fare enough , if you change your mind the future I will be around

  • @jbrady1725
    @jbrady1725 ปีที่แล้ว

    Nintendo hard is a concept for a reason. Seems a lot better to just let it be what it is instead of trying to make it "intuitive" in a way modern games try to do, which makes them worse.

    • @Memelvar
      @Memelvar  ปีที่แล้ว

      I'm not planning to make the game easy. Just less confusing.

  • @TimBeimer
    @TimBeimer ปีที่แล้ว

    I am wondering what you could do if you would make a GBA game if this is what you can do with the NES. Also, if you ever need music, I am a musician and I would love to compose some for you. I know how to use famistudio as well.

    • @Memelvar
      @Memelvar  ปีที่แล้ว

      I'll have that in mind. Thanks.
      I have no emotional attachment to the GBA, never had it and never played, so probably I wouldn't go very far.

    • @TimBeimer
      @TimBeimer ปีที่แล้ว

      @@Memelvar I do understand that emotional attachment, I grew up with a NES, gameboy, gameboy color and gameboy advance. My thought was that there are still limitations but it grants you just a lot of more possibilities in terms of storage and graphics.

  • @DaleCoop
    @DaleCoop ปีที่แล้ว

    Haha, nice 👍

  • @AppliedCryogenics
    @AppliedCryogenics ปีที่แล้ว

    Would it be cheating to use a newer mapper chip such as an MMC5? I read you can have up to 2 MB ROM with that one, but I know being constrained is part of the fun.

    • @Memelvar
      @Memelvar  ปีที่แล้ว +1

      It's definetely not cheating, the mmc5 is legit, but I think it's not widely available in the physical form. I already moved from the no-mapper setup to what I currently have, so I probably stick to it or maybe move to UNROM 512(mainly because Broke Studio sells this type of cartridges)

    • @deanolium
      @deanolium ปีที่แล้ว

      In theory, you could create your own mapper by using some more logic chips to listen to some more lines for bank switching and thus enable the use of more banks. Though I'm not really sure how that would work in the emulators, if at all...

  • @alexboehm7171
    @alexboehm7171 ปีที่แล้ว

    Seems your project comes to an end in the next months. Already looking forward to the next!!

    • @Memelvar
      @Memelvar  ปีที่แล้ว +1

      Ha ha, I kind of doubt it's going to happen so quick, but who knows.

  • @brunch1572
    @brunch1572 ปีที่แล้ว +1

    I'm getting really sick of the sometimes hours-long tutorials in modern games. Trying to make your game more intuitive so it can be learned in a more natural way definitely has its merits, but there is absolutely nothing wrong with putting information in a manual. I would personally prefer this. Consider the fact that a tutorial is only beneficial one single time. Any time the player chooses to start a fresh game after that fact, the tutorial becomes a burdensome detriment and makes the player just want to shut the thing off. Even if you make an option allowing the player to skip the tutorial, it will still take up valuable rom space. Just my two cents, best of luck on your project.

  • @javali2702
    @javali2702 ปีที่แล้ว

    if you dont have space to code a simple tutorial system, its because you are crap coder, sorry, thats just the way it is, even on standard no mapper nes i could code a tutorial, you are using unrom, plenty of space, which means you are wasting lots of space with crappy coding. please keep improving

    • @Memelvar
      @Memelvar  ปีที่แล้ว

      Haha, that's so true. I'll try to improve my skills.

    • @deanolium
      @deanolium ปีที่แล้ว

      @@Memelvar Having a quick look through the code, I'm not seeing any major chunks of code where you're writing poorly. However, I do see one optimisation which might save you a few bytes. Where you're checking things like the warmth digits to see if they're equal to zero, you're taking the first digit, clearing the carry, then adding the subsequent digits and comparing to zero. However you could just OR the numbers instead then use BNE or BEQ. This removes the need for the CLC and CMP #0 instructions. Also, you almost never need a CMP #0 since the other instructions will set/clear the zero flag. It's only a saving of three bytes, but I've noticed you're doing this a few times and so it adds up. Also your current method has a potential bug if the three bytes overflows in just the right way by being a multiple of 256, at which point it'll become 0 and thus set the zero flag. ORing the bits will prevent this.
      But generally there's a trade off with optimising - you can make it take up less space but it'll either be slower or harder to understand.

    • @deanolium
      @deanolium ปีที่แล้ว

      One optimisation you could try - though it may require some spare ram - is to compress the data, and then expand them when you need to use them. For instance, the intro_bg_boom has a load of $40 values in it, so using a basic RLE would save you a load of space.