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Mugi

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Everything posted by Mugi

  1. ah so you are indeed just butthurt that the tool was not available for you to use when you made something, so now you want to shit on everyone using it to self-gratify your own creations then. Thanks for the clarification. as far as our project goes, the point i've been trying to make is that the engine part of nesmaker no longer exists in our project. not outside of some prewritten macros, and an implementation of GGsound i saw no need to reimplement as it's fully working.
  2. i dont really care in any direction or the other, I made my point of why the tag should be omitted in my earlier post, stating mislead, due to the game's feature set far exceeding nesmaker's capabilities, however if one continues to insist that it's somehow different from any other homebrew game out there, then so be it. Safe to say though, im fairly dissappointed that the community has such an elitist stance towards new people attempting to join the hobby.
  3. Just to clarify here, im not in any way trying to hide the fact that i do indeed use nesmaker, I'm one of the more active speakers of the benefits of the tool, but the fact is that my project does not in any way represent anything the tool can make anymore, and labeling it as such is simply deceiving. Dimension Shift is in no part "a NESMAKER PRODUCTION" as it was labeled. the creators of nesmaker are in no way involved in making of the game. it is written based on my early nesmaker demo by myself and FIX94 during the past 9 months using our preferred text editing tools (personally, i use nesmaker as a script manager, as i like to organize my assemblies using it.) the gameplay screens are made using nesmaker's screenpainter, and cutscene screens, menu screens and everything else graphics related is made using shiru's screen tool. we are using PB53 chr compression by Damian Yerrick, shiru's screenTool, GGSound, and text editing tools to make the game. i refuse to allow anyone's elitism tell me that our project is somehow different from any other homebrew game degrading the year of programming effort put into it just because it uses a tool that is more recent than shiru's screen tool on the toolbox. just like any normal homebrew game so far is not "a shiru's screentool production" or not every homebrew that uses GGSound is not "made by gradual games" our game is not "a nesmaker production." it's simply "a homebrew nes game." edit: for further clarification, you may seek out the 2019 PRGE nesmaker panel recording where Joe himself showcases dimension shift, emphasiszing how things shown on it cannot be done using nesmaker.
  4. are you planning a classic or modern style winamp skin for the stretch goal ?
  5. you might want to remove the nesmaker tag from my project though, it's a bit unfair towards nesmaker to let people assume that stuff implemented into our game can be done with it, and also degrading towards the programming efforts we have put into the project to tag it as "nesmaker" implying no programming has been done to the game. this rom is for the most parts completely rewritten the engine that comes bundled with nesmaker by now. this is a honest "true to the art" homebrew game, no more, no less. I could go into more detail over the fact why the whole categorization is just stupid but this is neither the time or the place for that discussion.
  6. I have had talks with few people "from the industry" but honestly, the game is not far enough yet to think about cartridge production etc. We're going to take our time to ensure that the game is finished and functional before releasing it in any medium. This is afterall the first NES programming project both me and FIX94 (the other developer of the game) are making and quite simply, we just dont wanna say things and then get stuck in the endless loops of issues and delays it's done when it's done™ and then we talk cartridges.
  7. I haven't really talked about our project much around but it's coming along so might as well add it to the list I guess. Dimension Shift started out as a nesmaker project I created in order to learn some Assembly, but has since evolved into something..... larger. It's a platformer mostly influenced by shatterhand in design... well, pictures speak for themselves. the game WILL get finished and released through some way. How? I have no idea yet.
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