Making NES game #20: how I added a boss

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  • Опубликовано: 17 янв 2025

Комментарии • 21

  • @Super.Whimsy
    @Super.Whimsy 11 месяцев назад +2

    The new alien werewolf boss looks wild! Also, the day night indicator in the status bar is really cool too!

    • @Memelvar
      @Memelvar  11 месяцев назад +1

      Thanks, tried my best

  • @dragonMF
    @dragonMF 8 месяцев назад

    When you introduced the dark cave I was like "omg, how should the player know, the game offers a light source, might just look like borked screen as the plane screen before. Though: Maybe he should add another paper/letter somewehere. But half a minute later relief came... :-D

  • @retrosorkas775
    @retrosorkas775 11 месяцев назад

    Greets with another milestone. Bosses always nice, bigger is better. Hope this one not final, and we will see something special and huge at the end.

    • @Memelvar
      @Memelvar  11 месяцев назад

      Thanks, it would be great, but I think it's not possible for this mapper.

  • @timmoore2496
    @timmoore2496 11 месяцев назад

    The NES game I made has a ton of space left over also. I might have to go back and make a list of stuff to add, lol.

    • @Memelvar
      @Memelvar  11 месяцев назад +1

      haha, you definetely should

  • @RatcheT2497
    @RatcheT2497 11 месяцев назад +1

    maybe you could make a tool to automatically find any duplicate sprite tiles (flipped horizontally/vertically) and collapse them together? since sprites can be flipped both directions, it might save a ton of space :)

    • @Memelvar
      @Memelvar  11 месяцев назад

      The Nes screen tool application already has that feature.

    • @RatcheT2497
      @RatcheT2497 11 месяцев назад

      @@Memelvar oh, for sprites as well?

    • @Memelvar
      @Memelvar  11 месяцев назад

      All tiles are the same, the coder choses wich half of the tileset to use for the sprites.
      It might be after all that Screentool would consider flipped tiles as different. I need to doublecheck that.

  • @MrKiesha
    @MrKiesha 11 месяцев назад +1

    Patinka šis tavo darbelis!!! Dar būtų gerai, kad matytusi kai NPC atlieka damage tavo personažui, koks nors mažas vaizdinis efektas, nes taip enemy prieina prie tavęs ir nesuprasi kada jis atlieka tau damage. Ir dar tas damage tūrėtų būti ne būtinai visą laiką kai NPC stovi šalia tavęs ir tipo liečiasi ir vyksta damage, o sakykim kaip realybėje užsimoji ir voži - ir taip kas 2-3sekundes, ir gal būt NPC galėtų atsitraukinėti ir vėl prieiti, o ne būti prilipusiam prie tavęs visą laiką. Tik mano pamąstymai ;)

    • @Memelvar
      @Memelvar  11 месяцев назад

      Dėkui, reiks pagalvoti kaip pagerint

  • @Luigi_Dirbtuve
    @Luigi_Dirbtuve 11 месяцев назад +1

    Geras progresas 👍 Kietai bosas atrodo. Pamates tokį realybėje pridėčiau į kelnes 😂

    • @Memelvar
      @Memelvar  11 месяцев назад +1

      stengiaus baisu padaryt :D bet toks ir kartu juokingas gavosi

  • @DaleCoop
    @DaleCoop 11 месяцев назад

    Really cool boss!

  • @OrenjiPerson
    @OrenjiPerson 10 месяцев назад

    the way this boss a.i. looks seems to be a bad design as if there's barely to no room for anticipating an attack against it, and you get hit even though it looks like he's punching the air.
    Another thing is that this boss looks like he can fit in for a horror game as a slasher character that randomly ambushes anytime.

    • @Memelvar
      @Memelvar  10 месяцев назад

      Thanks for the feedback!

  • @atherum
    @atherum 10 месяцев назад

    Why are you so cool?

    • @Memelvar
      @Memelvar  9 месяцев назад

      Me, cool? That can't be possible 😂