I got a list control working! I was also distracted by our puppy, sorry about that. As I mentioned in the video, I’m thinking of working on the GUI controls off stream just so we can come back to the tool on Monday and just get stuff exporting to the NES (like I planned on for tonight, but it didn’t go to plan). Let me know what you think in the comments. Thanks!
In today’s episode we reorganized our code, and got the tree structure working with cached children so that we didn’t have to destroy and reallocate the controls each time. In addition, I implemented new controls include a frame control that creates a context for additional controls to “live” in. Let me know in the comments if you want to see me writing more code for the controls on-stream or if you’d like me to get back to NES related code. Thanks for watching!
Ninja and Ninja II are fast-paced QTE (Quick Time Events) based games consisting of multiple events that challenge players of all ages at reactions speeds, button mashing, and precise on-screen timing; hailing from Toshi503 Studios for the Nintendo Entertainment System (NES). These two games come in a “2-in-1” fashion and are already complete, reflecting a magical “Black Box” art style. The game is currently seeking (sort of) funding via Kickstarter!
Gradual Games are heavily working on their new NES game Trophy. The game itself is in development since Janaury 2016.
Quote:
Our new game Trophy has been in development since Jan 2016. Prob still 1-2 years left of dev, but we’re finally where we can start showing some progress. Here’s a boss from the game. Enjoy! #screenshotsaturday #nesdev #neshomebrew #indiedev #indiegame
Okay, it was a major diversion 🙂 In this episode, I started work on a tool for managing assets in the game in C. We spent the episode building some immediate mode GUI functionality and will continue to build upon that as we need more functionality.
In this stream, I finished up the code for handling state transitions, cleaned up code with regards to waiting for the PPU appropriately, finished the simple compress title screen, and talked about what kind of tool I’d like to make for the game and for NES programming in general. Thanks to all those that watched and thank you for those who commented and made corrections- I appreciate the feedback!
Lucky Penguin is a NES homebrew game by Lukasz Kur and Marcelo Barbosa. The Penguin needs to get all clovers, as fast as he can. First levels are easy – but it will become a harder task in later stages!
In this episode, we fixed the ship physics so that the negative velocities are properly capped. We ran into a strange issue that ended up taking a lot of time to fix in the beginning of the stream, but then moved onto loading the title screen using simple run-length encoding. As I mentioned on the stream, if you’re interested in watching me work on the tools that we’ll be using for tile loading, compression, etc. let me know in the comments. I was originally thinking that I’d simply focus on 6502 assembly but if people are interested in watching me work on the tools too I’m happy to do so.