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  1. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    I was away for about four days longer than I planned. The two weeks passed, I'm nuts. Maybe trailer was the wrong word. I needed a tiny thing to work on twitter, with the goal that it would not be destroyed by its compression. (A <15MB GIF, not mp4 for the looping.) Anyway, I did it. Here's a...
  2. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    I'm not home, because last Thursday was an interesting day. All the graphics are done, really the whole game is except some color stuff for the newer graphics. (See "why aren't the colors final" in this post) The game has been in this "done" state since Thursday. Testers who have access, hey...
  3. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    Consider the S killed! So, the graphics were done, but I ended up not liking how one of the sets turned out, and then slacking on redoing it. I'm going to try to force myself to commit to a plan for that problem set tonight, because realistically I can't tweak it forever. There's software...
  4. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    No worries, I don't mind replies. It's all in the background right now, but it could be split between background and sprites if it got really dire. It's now 103. Aligning how I originally had it ('i's rightbound) seemed best tilewise after all, but other cute changes were made. The top left...
  5. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    Some of the letter spacing is to save tiles, though it was shifted to then try to save on the circle. The 'i's used to be right bound for reuse, and shifting up could make all the purples match. I'd rather keep the circle where it is in the original game if it stays.
  6. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    Graphics finally started. (And like everything else, not on the day I actually said. I found a bug that I thought was huge, but it was nothing and only revealed a very small animation error. Now fixed.) I played through the game 30 times and nothing bad happened so now some people have it. So...
  7. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    ... Well, then. In the relatively small amount of time since the last post, I have touched very large portions of the code. So I'm sure some stuff I did broke something I won't notice until after release. Anyway, I'm calling all the code done. There is nothing left on the code todo list (that...
  8. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    Another lame text update. I hope I actually still want to write about the stuff I did after this is released, I might just lose all interest afterwards. >_> Testing went well, it seems like the changes I made since the first round were in the right direction. I have just made what could be the...
  9. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    Currently, only two people have access just to make sure it's not broken in some obvious way. When I hear back from them, I will begin to send it out to more people. Maybe some people in this thread might get PMs! Who knows?! I'm probably gonna work on the graphics now, or add PAL support...
  10. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    <_< ;>_> Did I say May? Mmmm. So something I've kept secret is that fact that the game scrolls. Why? Heh. Because it's not easy to do on NES, the way the game is doing it. Astute thread readers may have noticed I totally have a scroll position in the debug script, though. I actually removed...
  11. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    Hah. Wow. Looks like I'm failing to finish this before the only "deadline" I had left! Or I might finish just in time... I did a lot of work making this look like this prototype, the backer update kinda obsoletes that, RIP. ¯\_(ツ)_/¯ I actually gave an impromptu talk on this yesterday, which...
  12. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    Hmm... I think this whole topic is becoming more for me than for others. The planned postmortem posts might be more interesting, once all the secrets are out. This post is like the last one. Not very much about the game. But it adds that human touch. Or something. :P For a very long while I had...
  13. Kasumi

    Games the community is working on/finished

    @MysteriousJ I primarily use this custom build of VirtuaNES sta $401E starts the timer. sta $401F stops it. I like it because the count is visible on the window always. There's also Nintendulator debug extensions which gives you access to multiple timers...
  14. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    Man, this will never be done. Let's do an actual dev log post (kind of) rather than lame, short text updates. Although... it won't show much related to the actual game. So I have been working on a program to make background graphics easier to put in. I tried for a while to keep it reasonably...
  15. Kasumi

    SkullMod Guide

    From what I recall, the game will not load modified versions of the files that palettes are in. Getting around this would not be trivial. Some palette colors are paid DLC, them being easy to modify would let one cheat that.
  16. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    It's been a while since I was able to be silly with this project. I wanted to do something even more iconic, but most of the really good ones were too much trouble to get working. I'll take that out now, heh. There is another sound effect I took that will probably stay until at least the next...
  17. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    Tiny video format trying to replace gif. Sound, better compression, more than 256 colors etc. VLC will play it. I could add an mp4 version I guess. Edit: Well, now it's on youtube.
  18. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    This lets me attach webm, but doesn't give a preview. Sorry for the viewing inconvenience, but gif wouldn't have got it done here. Got as many as 32 sound effects left to do, or as few as 20. Depends on if I do a lot of unique sound effects per enemy or not. These aren't really final, but...
  19. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    I definitely prefer cartridge development to FDS. There are cool things about it, but most you can also do with an existing cartridge type. The really neat advantage it has (arbitrary "file" sizes) is ruined by the several seconds it takes to load things. On cartridges, "loading" is essentially...
  20. Kasumi

    Games the community is working on/finished

    Woah! @MysteriousJ, if you ever have NES questions hit me up! Been doing it for like... eight... years now. :( There's actually a nesdev competition that you could enter if you're interested. Ends very soon, though: http://forums.nesdev.com/viewforum.php?f=32 Squire Grooktook, I actually...