That said, having a crazy edge or two cases gives a game personality!
That said, having a crazy edge or two cases gives a game personality!
If you're that concerned about bugs being found, have you thought of doing things the Earthion way, where a rom/pc release happens first, then after there's time for bugs to be reported by the wider public (monkey/typewriter) they can be fixed for the cartridge version?
That's actually the fun part...
no I mean, I can have a complete (or at least functional) tileset and just sit there for hours with my head in hands no idea where to put anything, sheer blank canvas dread, at best I might churn out a crappy "Zool" style map.
personally I find it really difficult, can't get my head around flow or placement or anything.
I've found the selectors functionality very helpful, but that can be avoided by just building the page smarter. Few times i've used it has been as a begruding dependency for something else.
I noticed you'd vanished for a bit, that's pretty scary. :O
Wishing the very best, please take care of yourself
^Link in post above^
Lemme know if you find any weirdness please.
Since this got reasonably popular, I'll post a ROM file later.
glad you're making the most of it! 500 seems reasonable, as long as it can cover the worst case scenario for how much junk is on the screen you're OK.
Completely different! I've been tasked (not my choice!) with trying to squish 4000+ tiles into a level, so needed everything done from scratch. map functions, tools. real headache
I've improved the one you're using, it's a bit faster and has some bugfixes, I'll send it over if you think it'll help.
街歩き
#pixelart #ドット絵 #oyuzaki_art
I ported the entire Hoenn region into a Megadrive rom to test out my new map streamer.
Couple rendering bugs and the palette isn't great, but it's all in here.
You can squeeze a little more speed out of it btw by removing the tile->plane lookup invalidation, let the refcount drop to 0 but don't remove the entry, so entries can go "stale" but are still known in VRAM.
Helps if the player if walking back n forth in a tight area.
oh i'm blushing, glad to help make the world a slightly cooler place!
I've got a slightly updated version of that i'll push sometime which fixes some issues, but you're probably well aware of them if you're stress tested it.
If you'd care to pilfer it, I wrote a pretty comprehensive guide on collisions, the shape matching bit might be of interest, if nothing else
spacebruce.netlify.app/posts/tilemap/
Yeah it came in with da rules last year that made half the internet break here.
You have to use a VPN to do anything here these days. (Those will also be illegal soon)
I can't even use DM's here because I refuse to do that, the usable internet continues to shrink.
This is the #1 thing that drives me crazy. Even just FIVE lines would be so much more flexible.
Making retro games can be a real challenge because of all the technical limitations. Check out my newest (free) Patreon post to see how I deal with the color limitations of the #SegaGenesis aka #MegaDrive
www.patreon.com/posts/sega-g...
#Retrogames #indiedev #solodev #SGDK
that's wicked
頑張れくださいプログラマーさん!
This is honestly the exact sort of thing I had in mind, so you're all good, quick fiddle and it makes a noticeable difference, perfect suggestion lol.
Announcing the Galaxy Project release 2026/02/06
(46 new pages added)
This is my project to reverse engineer the TNG studio sets to help those who wish to make fan art or fan films
PDF and individual page files: frogland.co.uk/set-archive/...
Works like a dream, thanks!
I have dire eyesight, so I'll just take my glasses off for the squint test, same thing, cheers for the tips and for following up on my plea for help... I'll keep poking around and thinking about this.
On the same topic, I've been trying to subdue my stage backgrounds too.
What I don't get, is how badly the average 16-bit game has this problem, pick any random Sonic screenshot and they overwhelm the foreground. I guess motion/parallax is what helps keep it seperate in the players eye...
Thanks for pointing that out, contrast and balance is a huge blind spot for me. Halving the contrast on the ground layer makes it look grey-ish...
The plan was to redraw and bevel the ground lines so they're less dominating, but this image is actually pushing the VRAM limit already(!)
What emulator did you try it under? it stuck on a black screen for me :(
Got my textbox engine and cutscene handler all singing along together