I can't find anything about it on the forums so I'll try here. (I'm also bad at forums so I'm sorry if I just missed it.) It looks like my path data just won't be used in the overworld and I've tried a few different things. I have followed this (and the previous) tutorial as closely as I possibly can. When I go to screen info, I see my path name that I saved there. I select it and hit okay- But my water is not blue and when I check collision it is still set to walk-able. I've tried closing out of NESMaker and saving my progress. When I return I check the path I created under path info (Not overworld). The water is still blue there and when I check collision it is still still the values I saved. The top left is walkable and brown and the top right is blue and says solid without my having done anything to manipulate those values on a fresh boot of NESMaker. So that has to mean that the path data is saved, but is not carrying over to the overworld for some reason. In case this turns out to be a bug and not me missing something critical: I download my version of NESMaker (Version 4.1.0) on Jan 22, 2019.
I hit reset in screen details. My paths are still brown and I don't have solid water- But this must mean this issue is related to when I select Path Group- (Hit the path group I'm going to use) and then OK. When I do that nothing changes on the screen. I closed NESMaker and then opened my project back up. Same error- However it may be worth mentioning that my Path Group is NOT blank. It shows up as the group I created. So that value is also saved. The issue is something related to the screen itself not pulling that saved value.
@@TheNew8bitHeroes Thanks for responding! I'm just trying to follow your tutorial series here to the letter and got stuck here with paths. I've followed all the way from episode 0. I've got my old dirty spikes, my rad bloody death spikes, my grass is a little different than yours and I preferred a slightly lighter color palette for the main color of my grass. I'm using the base module which was covered in episode 0 where we initially saved the project. I'm still a newbie and I'm not sure I know of a way to absolutely confirm this is the case but following and setting up collision for tilesets and loading up those script settings worked perfectly. I've got all of my different options for Tile Collision 00 - 15 (as an example. There is a lot of stuff in there). When I dig through an entirely blank project none of those scripts come pre-loaded.
@@bearskinthickums That is correct - you probably don't want to start with a blank project. :-) ESPECIALLY until you know what you're doing. Be patient, do the 20 minute tutorials...you'll get there in time for sure! :-)
@@TheNew8bitHeroes Hey! I wanted to give an update. It's not a bug! That or it's an elusive bug that only happens in seemingly random circumstances. All I did- I just started a completely blank project and went back from the start of the tutorial series. I figured I wasn't too far in so it wasn't really that big a deal. If anybody else runs into something similar- You might have missed something and you'll need to just start over like I did. It'll probably also help to have a good nights rest before you do this, too. Get a clean slate.
Any advice on what to do if screen-switching is acting finicky? The player will only travel to the next screen whenever the NESMaker decides it can, otherwise the edge will just stop him unless I keep slamming him into the edge a bunch of times. Warp in and out positions are set, so not sure where I went wrong or what I need to change.
Hard to diagnose with just that info, especially on UA-cam comments, however don't forget about the Facebook group and forums (NESmakers) - they are often better places to get help from the whole community that may have run into your particular problem before!
Likely not, simply because a lot of the third party components that it makes use of are PC only, so even if we made some of our tool chain mac friendly, there would still be issues actually using it to create a full game. But...never say never! :-) Also, fwiw, it runs fine on boot camp on a mac.
I have an issue with some of the screens where they dont travel. you can enter them, but no longer exit them. here is the issue in video: ua-cam.com/video/zEaQ8sfYJh0/v-deo.html how to fix this? if this isnt fixable, is it avoidable without using up the warp function of both screens around the stopping edge?
@@jaydenbrownman4181 don't crack it, I guess is my response? Here's effectively how it will go - as long as people are supporting it, we'll be able to continue to develop it and make it cooler and cooler. If people hack it, then we won't. Also, their games will be subject to cease and desist since they would be illegally using our code base without proper licensure. But to make it easier, if you like it, support it, and don't try to circumvent it. If you want a free way to make NES games, notepad and assembler are your friend, and we highly encourage people to go that route if they prefer...its how we got started ourselves.
Actually, the Gba *is* similar to the snes; Guess I'll take time to explain. What I mean is it's just similar in a different way than how the OG Gameboy was similar to the nes. While the Gameboy's CPU borrows 70-80% of it's architecture design from the nes, and therefore it is the *hardware* which is directly related to the nes. The Advance was similar (at least deserving of comparison,) in *overall performance output* to the Snes; in how the entire unit was optimized esp in software emulation/imitation. The Gba used an extremely basic bare-bones 32-bit CPU, in which performance output of the single ARM chip was several cuts above the entire snes chip-set, and including the FX2-chip, and on-cart co- processors; all at once. Basically acting like a snes 4.0 (skipped past 2.0 & 3.0) Language and architecture wise it was surely a new species, enabling more dynamic programming; but one of the top fundamental criteria for the selection of the Gba's processor was being good enough, and a notch above, to emulate ports of snes games. The most ambitious potential for the gba was attempts at shabby 3D engines, such as 'Duke Nukem Advanced' and 'Doom,' which is more than comparable to the snes chip-set working with the FX-chip to play the snes port of 'Doom,' which was among a few others: the technical height of both systems commercially. Also, just taking a step back and looking at video game consoles broadly as a whole, it's not even a stretch to draw comparisons of the snes and gba being similar; they played very close by intention of design. Even early developer kits for the advance project had snes controllers soldered onto the dev boards. Don't forget they are both sprite-based Nintendo consoles created on either side of the 90's. One was the most popular living room console of it's time, the other was the most popular mobile-gaming-handheld of it's time.
Yay, I made it through a vid without any issues, lol. On to the next!
Just following nice and easy, love it the paths system you create!
I can't find anything about it on the forums so I'll try here. (I'm also bad at forums so I'm sorry if I just missed it.)
It looks like my path data just won't be used in the overworld and I've tried a few different things. I have followed this (and the previous) tutorial as closely as I possibly can.
When I go to screen info, I see my path name that I saved there. I select it and hit okay- But my water is not blue and when I check collision it is still set to walk-able. I've tried closing out of NESMaker and saving my progress. When I return I check the path I created under path info (Not overworld). The water is still blue there and when I check collision it is still still the values I saved. The top left is walkable and brown and the top right is blue and says solid without my having done anything to manipulate those values on a fresh boot of NESMaker. So that has to mean that the path data is saved, but is not carrying over to the overworld for some reason.
In case this turns out to be a bug and not me missing something critical: I download my version of NESMaker (Version 4.1.0) on Jan 22, 2019.
I hit reset in screen details. My paths are still brown and I don't have solid water- But this must mean this issue is related to when I select Path Group- (Hit the path group I'm going to use) and then OK. When I do that nothing changes on the screen.
I closed NESMaker and then opened my project back up. Same error- However it may be worth mentioning that my Path Group is NOT blank. It shows up as the group I created. So that value is also saved. The issue is something related to the screen itself not pulling that saved value.
@@bearskinthickums Hm - haven't seen this as a problem reported, and never noticed it myself. What sort of game are you creating? What module? Thanks!
@@TheNew8bitHeroes Thanks for responding! I'm just trying to follow your tutorial series here to the letter and got stuck here with paths. I've followed all the way from episode 0. I've got my old dirty spikes, my rad bloody death spikes, my grass is a little different than yours and I preferred a slightly lighter color palette for the main color of my grass.
I'm using the base module which was covered in episode 0 where we initially saved the project. I'm still a newbie and I'm not sure I know of a way to absolutely confirm this is the case but following and setting up collision for tilesets and loading up those script settings worked perfectly. I've got all of my different options for Tile Collision 00 - 15 (as an example. There is a lot of stuff in there). When I dig through an entirely blank project none of those scripts come pre-loaded.
@@bearskinthickums That is correct - you probably don't want to start with a blank project. :-) ESPECIALLY until you know what you're doing. Be patient, do the 20 minute tutorials...you'll get there in time for sure! :-)
@@TheNew8bitHeroes Hey! I wanted to give an update. It's not a bug! That or it's an elusive bug that only happens in seemingly random circumstances.
All I did- I just started a completely blank project and went back from the start of the tutorial series. I figured I wasn't too far in so it wasn't really that big a deal. If anybody else runs into something similar- You might have missed something and you'll need to just start over like I did. It'll probably also help to have a good nights rest before you do this, too. Get a clean slate.
Any advice on what to do if screen-switching is acting finicky? The player will only travel to the next screen whenever the NESMaker decides it can, otherwise the edge will just stop him unless I keep slamming him into the edge a bunch of times. Warp in and out positions are set, so not sure where I went wrong or what I need to change.
Hard to diagnose with just that info, especially on UA-cam comments, however don't forget about the Facebook group and forums (NESmakers) - they are often better places to get help from the whole community that may have run into your particular problem before!
How do i remove paths? because i placed one wrong
just place another tile over it. :-)
Will NES Maker ever work on MacOS?
Likely not, simply because a lot of the third party components that it makes use of are PC only, so even if we made some of our tool chain mac friendly, there would still be issues actually using it to create a full game. But...never say never! :-)
Also, fwiw, it runs fine on boot camp on a mac.
I have an issue with some of the screens where they dont travel. you can enter them, but no longer exit them. here is the issue in video: ua-cam.com/video/zEaQ8sfYJh0/v-deo.html
how to fix this? if this isnt fixable, is it avoidable without using up the warp function of both screens around the stopping edge?
i want to make a 2d side scrolling platformer
Awesome. Check out the site. There are some tutorials that can get you started.
@@TheNew8bitHeroes and fix your security, i cracked it in was 30 minutes
@@jaydenbrownman4181 don't crack it, I guess is my response? Here's effectively how it will go - as long as people are supporting it, we'll be able to continue to develop it and make it cooler and cooler. If people hack it, then we won't. Also, their games will be subject to cease and desist since they would be illegally using our code base without proper licensure.
But to make it easier, if you like it, support it, and don't try to circumvent it. If you want a free way to make NES games, notepad and assembler are your friend, and we highly encourage people to go that route if they prefer...its how we got started ourselves.
This was helpful! 👌
Also.
FUKIN FIRST!
GBA maker?
GBA was very similar to the nes
Actually original gameboy and color were similar to the nes,
the gba was more similar to the snes.
the gba wasnt similiar to snes or nes at all
Actually, the Gba *is* similar to the snes; Guess I'll take time to explain. What I mean is it's just similar in a different way than
how the OG Gameboy was similar to the nes. While the Gameboy's CPU borrows 70-80% of it's architecture design from
the nes, and therefore it is the *hardware* which is directly related to the nes. The Advance was similar (at least
deserving of comparison,) in *overall performance output* to the Snes; in how the entire unit was optimized esp in
software emulation/imitation. The Gba used an extremely basic bare-bones 32-bit CPU, in which performance output of
the single ARM chip was several cuts above the entire snes chip-set, and including the FX2-chip, and on-cart co-
processors; all at once. Basically acting like a snes 4.0 (skipped past 2.0 & 3.0) Language and architecture wise it was surely a new species, enabling more dynamic programming; but one of the top fundamental criteria for the selection of the Gba's processor was being good enough,
and a notch above, to emulate ports of snes games. The most ambitious potential for the gba was attempts at shabby 3D
engines, such as 'Duke Nukem Advanced' and 'Doom,' which is more than comparable to the snes chip-set working with
the FX-chip to play the snes port of 'Doom,' which was among a few others: the technical height of both systems commercially. Also, just taking a step back and looking at video game consoles broadly as a whole, it's not even a stretch to draw comparisons of the snes and gba being similar; they played very close by intention of design. Even early developer kits for the advance project had snes controllers soldered onto the dev boards. Don't forget they are both sprite-based Nintendo consoles created on either side of the 90's. One was the most popular living room console of it's time, the other was the most popular mobile-gaming-handheld of it's time.
ITS NOT WORKING
What's not working?...
ITS NOT WORKING