Video yükleniyor...

Video Yüklenemedi

Ana Sayfaya Dön

This is a prototype for the Fast Travel / World Map Battle Engine in Former Dawn, an upcoming #RPG for the NES and PC! We don't think we can squeeze any more out of the NES than this. (Well, maybe a *little bit* more...) Unmute your audio! #Pixelart #NES

90,374 görüntüleme • 2 yıl önce •via X (Twitter)

10 Yorum

Dr.Rover🆖 profil fotoğrafı
Dr.Rover🆖2 yıl önce

The full NES color pallete is neat

Something Nerdy Studios profil fotoğrafı
Something Nerdy Studios2 yıl önce

Technically, the full color palette of the NES is 425 colors, not 54...but hardly anyone uses the other 371 colors because they are exceedingly difficult to integrate into a game. We're already using 53 of those 371, and plan to use more.

Still_Salty_624 profil fotoğrafı
Still_Salty_6242 yıl önce

so my guess is that the overlapped parralax scrolling is achieved by animation a shitload of background tiles? 😂😂

Something Nerdy Studios profil fotoğrafı
Something Nerdy Studios2 yıl önce

Yes, of course. Very carefully placed and timed, with colors in common with the background layers, and with advanced mid-frame palette manipulation...

zeta0134 profil fotoğrafı
zeta01342 yıl önce

On today's episode of "things the NES really shouldn't be able to display" please enjoy... [gestures vaguely] 🪄

Mo Dollaz profil fotoğrafı
Mo Dollaz2 yıl önce

I can't believe this is running on an NES! Is it using extra chips in the cart?

Something Nerdy Studios profil fotoğrafı
Something Nerdy Studios2 yıl önce

Yes; we have developed our own memory mapper called MXM-1. You can read some of the history and philosophy behind it here on our company blog:

Schade profil fotoğrafı
Schade2 yıl önce

Gorgeous ! It's really impressive ! But I'm a little worried, did you remove the 8 sprites limit ?

Something Nerdy Studios profil fotoğrafı
Something Nerdy Studios2 yıl önce

No, we just did everything we could to work around it. 1) Careful placement of sprites for the layers to avoid any 1 screen from having more than 8 on a scanline. 2) Multi-layer compositing in MXM-1. 3) Background tile animation. 4) Common colors between background and sprites.

Dean McFarland profil fotoğrafı
Dean McFarland2 yıl önce

What an awesome looking NES-compatible Sega Genesis game! 😁

Benzer Videolar

Zelda II released for Famicom January 14, 1987 (yes, I’m a few days late!). I honestly love this game and thought it would be fun to cover 10 ways the NES release is different from Famicom! 1. The NES version rewrites the intro, removes the second “n” from Ganon’s and reference to “another” sleeping Zelda, and refers to palaces rather than sanctuaries. 2. NES introduces an ominous red game over screen, removes the second “” from Ganon and incorporates his taunting laugh, which is reused from Mike Tyson’s Punch Out!! (Released September 18, 1987, while the NES version released Dec. 1, 1988). 3. Link’s sprite has a visible mouth in the NES version absent in Famicom’s. 4. Additional Pillars are added to Zelda’s North Palace chamber for NES. 5. Roaming monsters are more distinct in the NES version. 6. Link’s NES raft sprite in faces right while Famicom’s is forward. 7. Famicom used fewer brick palates for Palaces, with NES including more colors. 8. The 4the boss, Carock at Maze Island, only faces forward for Famicom but can face left or right for NES. 9. The 5th Palace boss for Famicom pits players against a stronger version Helmethead reused from the 2nd Palace, while the NES introduces a new boss, Gooma. 10. The River devil appears as an oni (devil) rather than a spider like creature. This is not exhaustive and I’d love to cover more at a later date! Thank you for watching as I try something new!

Christina Rose

15,922 görüntüleme • 6 ay önce