Hi Joe, I just finished all three tutorials for the maze game using NES Maker for the first time. I really enjoyed following along to your clear and well thought out instructions, as well as using the NES Maker software. The software is put together beautifully, and I really like how someone can create a game without coding, or even edit every piece of the code in a NES game or anything in between. I believe this software is worth every penny that it is selling for. This is a fantastic product you are selling the public. Thank you! I am looking forward to creating some NES games of my own!
I am glad you are enjoying it. Definitely make sure you're watching the most RECENT tutorials on the LEARN page or you'll get lost quite quick, but I think you are based on your post. Definitely engage with us on the NESmakers fb group :-)
I just noticed something in the video that can be added to help out. Unless it has been added already since this video. When you open the tab with all the sounds. You should be able to preview the sound in that tab. So it can save time not having to compile and run once you swap out a sound.
First - make sure you’re watching latest tutorials, the website is always up to date! Second - the way NM currently operates is that it works WITH FamiTracker / FamiStudio. It’s in those that the audio tracks are actually handled, previewed, edited, etc. This utility imports them, gets them in the right format, and allows you to use macro functions to add them wherever you need to. Just an FYI on how that works in the current version
Home sick and have been flying through these videos. They are very well thought out so thank you for that! Oh, and tell Thor a sword is way cooler than a hammer. :D
Can confirm. Played with User Constant settings. Set Gravity Hi to a "modest" 10. Broke the game. Setting Gravity Low to 2 however gives me an idea for a walking on the moon game...
Gravity high is like the hour hand on the clock. Low is like the minute hand. So changing "hi" results in MASSIVE changes, and you might even do things like move through blocks or any number of things. :-)
@@TheNew8bitHeroes Yeah Hi of 5 meant that jumping was nil and monsters fell through ladders. Hi 10, I clipped though Y1 fell through Y2 and then splutted to death. As one might expect when you are on a planet with the gravitational equivalent to the sun. Darn physics.
@@Alldeveloper my strong advice - go to the LEARN page on the website. Watch the 12 Days of Nesmas series - it will walk you through each interface and how it works and answer a lot of your beginner questions. Then, do a intermediate tutorial for a few burner projects, like the maze game and arcade plarformer. That will get you up and running :-)
Great game maker, and I'm creating the same game with this video, but How can I use my PC keyboard instead of the controller when doing the simulation?
Make sure that you are following the tutorials from the website...the tutorial you are looking at is over two years old. Go to www.TheNew8bitheroes.com to work with the latest version, and the latest tutorials for it.
I intentionally move very fast through these 20 minute tutorials. At www.TheNew8bitHeroes.com you can see the getting started tutorials, which move piece by piece, more slowly.
You can just redownload the software? Your activation is tied to your computer, so you can download a backup version of the entire software folder and it's fine. You could even work from a backup or iteration in case that ever happens again :-)
I've always wanted to make NES games, this looks like an amazingly powerful tool, but I also want to learn ASM and write from scratch. When you export the project, does it or can it also export an ASM file for studying?
Of course :-) Check out this tutorial for a bit of explanation about editing scripts (just the very beginning of how it works) ua-cam.com/video/5bQ3vHtn91I/v-deo.html
As long as it's your own IP, you're good. :-) Also, make sure that you're looking at the most recent version of the tutorials, which you can find on the website.
i followed the tutorial exactly but I'm left with a black screen. i tried different emulators, set the paramerers to "game.nes," HUD is set correctly, player info set correctly, and still nothing. no comand line opens up and there are no errors from what i can see
One of the main problems here is that you're looking at a very old tutorial. Make sure that you're using the latest tutorials with the latest version of the software. These will always be on the website. Follow the tutorials on the LEARN page of the website. You should see card pop up in the top right corner of this video that tells you this tutorial is out of date. Hope that helps!
@@TheNew8bitHeroes I looked into it more and the issue is the command prompt is not appearing. i havent tried anything yet but I'm hoping its the old tutorial thats screwing with me, thanks for the tip!
@@marioisawesome8218 if you hit compile and run, the command line will appear with any version. If it's not appearing, it's something on Windows end. Not sure what that could be, it's a problem that no user has reported. The only time I've had something similar happen is when i moved from dual monitor to single with a laptop and it was *placed* off screen. ALso, make sure you're hitting the correct icon. If you hit the one next to it, it just exports and never assembles. Make sure you're hitting the "export and test" button. But yes, definitely use the tutorials on the website, not this one. This is four years old and a few versions behind - it will lead to things not working as described if you're using the wrong version.
Not exactly - 4 objects is a sweet spot for this particular code base. Technically, I believe this set could have 10 objects on the screen at a time, but there is a LOT of bytes for memory for objects in this default code base, because it can be used to do SO many things. The problem here is that you only have bytes to PLACE 4 objects + player on the screen at a time. An advanced user who, say, didn't need the "night" state for their game could alter the screen load code to use the "night" placement details AND "day" placement details on the same screen, giving you placement data for 8, for instance. Or make tile types that spawn more monsters until the max monster count is reached. But beyond that, since this module makes room for 10 objects...let's say you have 4 shooting monsters. Four shooting monsters creating four fireballs plus your player plus his weapon = 10. You get the idea. Not to mention, objects in the module do SO much checking, they are not very efficient. Meaning you start adding objects, you'll get that fun classic NES slowdown pretty quick. So...four placements per screen was ideal for the base module. But there are plenty of ways to make monsters more efficient, change details for placement, etc... Advanced users could reduce the number of bytes needed for each object in order to increase the number of monster 'slots'. But for this vanilla starting point, this used the memory most efficiently.
These really ARE templates. Did you start with the maze game? It goes the slowest, step by step. If there are PARTS of the tool that were confusing when looking at these templates, you can refer to the other vids on the site (www.TheNew8bitHeroes.com) and see how they work.
@@azulims That's what I'm trying to say. These pretty much ARE the pre-made stuff put together. Like...all you have to do is hit the import buttons on 5 things, and you're ready to rock with that sort of game. That's about as easy as it's going to get, and you wouldn't want it to be much easier. Otherwise you'll never even be able to learn how the tool itself works. :-)
If you head to the website, there is a *simple shooter* module. It's very primitive, and I explain why in that tutorial. But sure. One can make that sort of game.
That is a bit too vague...if you are following along exactly with the tutorial set and importing the pre-made assets, and have loaded in the correct module, it should work fine, as it's already set up for you. If you've started to deviate from the tutorials to create your own assets, there could be a million places where you have caused something to not function. Is jumping the only thing that doesn't work? You also may want to check the forums or the FB group, as they are often better places to find info and show screen shots / code snippets / etc :-)
Definitely just start learning how these things work - get on the forums, join the facebook group, start tweaking the code in little tiny snippets. Plenty of people have platformers with projectiles, and our community is eager to help! :-)
@@TheNew8bitHeroes thank you Joe G you guys are awesome. I see the other scripts from the other modules, ones in particular that involve projectiles but I always get compiler errors. I'm assuming I could take the ASM file and just transfer it over possibly? And I've actually started to use Community projectile Scripts. ( I've been wanting to make Nintendo games for the last 30 years. Your product lets me do that. Again you guys are super awesome and I can't thank you enough. I'm already well underway of all the beginning design steps. )
@@Hwi1son there is danger to cargo cult programming (throwing stuff in that you don't know how it works). That will give you issues, because every module is slightly different and uses the memory in a slightly different way. We're working hard on v5 of the tool which will hopefully make some of this more intuitive for users. :-)
Then it's possible you missed a step? When you say you can't place him, do you place hm but nothing shows up? If so, did you import the graphics / game object for him?
According to the big N, "NESSSSS" is the proper pronunciation. But regardless, it's just easier to say...in practicing developing for these old consoles where every byte counts, that compulsion for optimization seeps into everything! haha
@@lucianothewindowsfan - you'll have to take it up with the big N themselves, who have officially declared that's how it's pronounced...haha. But we who grew up with it really all knew it as "the Nintendo". haha
Did you load this particular module? Those *things* are bits in a "screen byte", and are different module to module, because they do different things from module to module (and are user definable). In THIS module, that's what they do. If you haven't loaded this module, they won't be there, and none of the code that makes them work will be there either.
Make sure you are using the latest version of tutorials for the latest version of the software - always found on the LEARN page of the website. This tutorial is very out of date.
Hi Joe, I just finished all three tutorials for the maze game using NES Maker for the first time. I really enjoyed following along to your clear and well thought out instructions, as well as using the NES Maker software. The software is put together beautifully, and I really like how someone can create a game without coding, or even edit every piece of the code in a NES game or anything in between. I believe this software is worth every penny that it is selling for. This is a fantastic product you are selling the public. Thank you! I am looking forward to creating some NES games of my own!
I am glad you are enjoying it. Definitely make sure you're watching the most RECENT tutorials on the LEARN page or you'll get lost quite quick, but I think you are based on your post. Definitely engage with us on the NESmakers fb group :-)
I was just thinking about doing this for a project I was working on! Great timing!!!
Awesome :-)
I just noticed something in the video that can be added to help out. Unless it has been added already since this video.
When you open the tab with all the sounds. You should be able to preview the sound in that tab. So it can save time not having to compile and run once you swap out a sound.
First - make sure you’re watching latest tutorials, the website is always up to date!
Second - the way NM currently operates is that it works WITH FamiTracker / FamiStudio. It’s in those that the audio tracks are actually handled, previewed, edited, etc. This utility imports them, gets them in the right format, and allows you to use macro functions to add them wherever you need to. Just an FYI on how that works in the current version
Home sick and have been flying through these videos. They are very well thought out so thank you for that! Oh, and tell Thor a sword is way cooler than a hammer. :D
Can confirm. Played with User Constant settings. Set Gravity Hi to a "modest" 10. Broke the game.
Setting Gravity Low to 2 however gives me an idea for a walking on the moon game...
Gravity high is like the hour hand on the clock. Low is like the minute hand. So changing "hi" results in MASSIVE changes, and you might even do things like move through blocks or any number of things. :-)
@@TheNew8bitHeroes Yeah Hi of 5 meant that jumping was nil and monsters fell through ladders. Hi 10, I clipped though Y1 fell through Y2 and then splutted to death.
As one might expect when you are on a planet with the gravitational equivalent to the sun.
Darn physics.
If I want to try it on a real NES, isn't there a video or something to help me make the cartridge with the data?
@@Alldeveloper yes. Check the LEARN page of the site for up to date tutorials
@@Alldeveloper it’s pretty easy if you have the flasher and cart - just one button :-)
@@TheNew8bitHeroes How i delete a sprite the command is just delete or i need to click and delete or something like that?
@@Alldeveloper my strong advice - go to the LEARN page on the website. Watch the 12 Days of Nesmas series - it will walk you through each interface and how it works and answer a lot of your beginner questions. Then, do a intermediate tutorial for a few burner projects, like the maze game and arcade plarformer. That will get you up and running :-)
Great video!
Great game maker, and I'm creating the same game with this video, but How can I use my PC keyboard instead of the controller when doing the simulation?
That's set in your emulator that you are using. :-)
I'm trying to make a game and it doesnt even load, how can i fix?
Make sure that you are following the tutorials from the website...the tutorial you are looking at is over two years old.
Go to www.TheNew8bitheroes.com to work with the latest version, and the latest tutorials for it.
@@TheNew8bitHeroes Ok thanks
Love this video but I'm unsure if I can learn this
I intentionally move very fast through these 20 minute tutorials. At www.TheNew8bitHeroes.com you can see the getting started tutorials, which move piece by piece, more slowly.
I accidentally exported assets and overwrote on the original simple platformer assets folder. now its corrupted it says. what do i do?
You can just redownload the software? Your activation is tied to your computer, so you can download a backup version of the entire software folder and it's fine. You could even work from a backup or iteration in case that ever happens again :-)
I've always wanted to make NES games, this looks like an amazingly powerful tool, but I also want to learn ASM and write from scratch. When you export the project, does it or can it also export an ASM file for studying?
Of course :-)
Check out this tutorial for a bit of explanation about editing scripts (just the very beginning of how it works)
ua-cam.com/video/5bQ3vHtn91I/v-deo.html
I'm gonna make a game with my own IPs based off Super Mario and Bubble Bobble
As long as it's your own IP, you're good. :-)
Also, make sure that you're looking at the most recent version of the tutorials, which you can find on the website.
Damn good stuff!
i followed the tutorial exactly but I'm left with a black screen. i tried different emulators, set the paramerers to "game.nes," HUD is set correctly, player info set correctly, and still nothing. no comand line opens up and there are no errors from what i can see
i looked at the game in the hex editor and it looks like its running but there are no sprites or background tiles being drawn
One of the main problems here is that you're looking at a very old tutorial. Make sure that you're using the latest tutorials with the latest version of the software. These will always be on the website. Follow the tutorials on the LEARN page of the website. You should see card pop up in the top right corner of this video that tells you this tutorial is out of date.
Hope that helps!
@@TheNew8bitHeroes I looked into it more and the issue is the command prompt is not appearing. i havent tried anything yet but I'm hoping its the old tutorial thats screwing with me, thanks for the tip!
@@marioisawesome8218 if you hit compile and run, the command line will appear with any version. If it's not appearing, it's something on Windows end. Not sure what that could be, it's a problem that no user has reported. The only time I've had something similar happen is when i moved from dual monitor to single with a laptop and it was *placed* off screen.
ALso, make sure you're hitting the correct icon. If you hit the one next to it, it just exports and never assembles. Make sure you're hitting the "export and test" button.
But yes, definitely use the tutorials on the website, not this one. This is four years old and a few versions behind - it will lead to things not working as described if you're using the wrong version.
So, does that mean the limit of objects is 5? A player and four "monsters" with a sword counting as a monster?
Not exactly - 4 objects is a sweet spot for this particular code base. Technically, I believe this set could have 10 objects on the screen at a time, but there is a LOT of bytes for memory for objects in this default code base, because it can be used to do SO many things. The problem here is that you only have bytes to PLACE 4 objects + player on the screen at a time. An advanced user who, say, didn't need the "night" state for their game could alter the screen load code to use the "night" placement details AND "day" placement details on the same screen, giving you placement data for 8, for instance. Or make tile types that spawn more monsters until the max monster count is reached. But beyond that, since this module makes room for 10 objects...let's say you have 4 shooting monsters. Four shooting monsters creating four fireballs plus your player plus his weapon = 10. You get the idea. Not to mention, objects in the module do SO much checking, they are not very efficient. Meaning you start adding objects, you'll get that fun classic NES slowdown pretty quick. So...four placements per screen was ideal for the base module.
But there are plenty of ways to make monsters more efficient, change details for placement, etc... Advanced users could reduce the number of bytes needed for each object in order to increase the number of monster 'slots'. But for this vanilla starting point, this used the memory most efficiently.
help when i try to open there only a black screen
You are using old tutorials. Please use tutorials found on the LEARN page of the website.
@@TheNew8bitHeroes ok
how can i make the player get score by pressing A
i need help getting the module
What about "How to make Game Over screen that will reset the game to the beginning"?
Watch the win screen tutorial on the website :-)
Okay)
What payment methods do you accept for the activation code?
It's all on the site. :-)
@@TheNew8bitHeroes OK. Thanks.
could you add templates in the next updates? kinda having a hard time with it
These really ARE templates. Did you start with the maze game? It goes the slowest, step by step. If there are PARTS of the tool that were confusing when looking at these templates, you can refer to the other vids on the site (www.TheNew8bitHeroes.com) and see how they work.
@@TheNew8bitHeroes i meant samples
like pre made stuff aleready put together
@@azulims That's what I'm trying to say. These pretty much ARE the pre-made stuff put together.
Like...all you have to do is hit the import buttons on 5 things, and you're ready to rock with that sort of game. That's about as easy as it's going to get, and you wouldn't want it to be much easier. Otherwise you'll never even be able to learn how the tool itself works. :-)
Can you make a Galaga tutorial please? Or if possible a Star Force?
If you head to the website, there is a *simple shooter* module. It's very primitive, and I explain why in that tutorial. But sure. One can make that sort of game.
@@TheNew8bitHeroes Thanks, I will take a look
I have a problem. When I try to play my game, my character doesn't jump! I'm using the original NesMaker Emulator. Any solution?
That is a bit too vague...if you are following along exactly with the tutorial set and importing the pre-made assets, and have loaded in the correct module, it should work fine, as it's already set up for you. If you've started to deviate from the tutorials to create your own assets, there could be a million places where you have caused something to not function. Is jumping the only thing that doesn't work? You also may want to check the forums or the FB group, as they are often better places to find info and show screen shots / code snippets / etc :-)
Thanks. I will change the game to my posibilities.
Can I make my own sound???
Absolutely. For more tutorials, make sure to visit the site, and the NESmakers facebook group / forums.
@@TheNew8bitHeroes
Thank you😃😃😃
I hope this gets a projectile script
Definitely just start learning how these things work - get on the forums, join the facebook group, start tweaking the code in little tiny snippets. Plenty of people have platformers with projectiles, and our community is eager to help! :-)
@@TheNew8bitHeroes thank you Joe G you guys are awesome. I see the other scripts from the other modules, ones in particular that involve projectiles but I always get compiler errors. I'm assuming I could take the ASM file and just transfer it over possibly? And I've actually started to use Community projectile Scripts.
( I've been wanting to make Nintendo games for the last 30 years. Your product lets me do that. Again you guys are super awesome and I can't thank you enough. I'm already well underway of all the beginning design steps. )
@@Hwi1son there is danger to cargo cult programming (throwing stuff in that you don't know how it works). That will give you issues, because every module is slightly different and uses the memory in a slightly different way.
We're working hard on v5 of the tool which will hopefully make some of this more intuitive for users. :-)
Umm i can't place the player
Then it's possible you missed a step? When you say you can't place him, do you place hm but nothing shows up? If so, did you import the graphics / game object for him?
@@TheNew8bitHeroes i dont know but ill try
Say N E S Maker instead of NesMaker Because Nes Sounds Like Ness from EarthBound
According to the big N, "NESSSSS" is the proper pronunciation. But regardless, it's just easier to say...in practicing developing for these old consoles where every byte counts, that compulsion for optimization seeps into everything! haha
@@TheNew8bitHeroes but NESSSSS sounds like Ness
@@lucianothewindowsfan - you'll have to take it up with the big N themselves, who have officially declared that's how it's pronounced...haha.
But we who grew up with it really all knew it as "the Nintendo". haha
Ness… …SANS-
-cdotkom
no dislikes? nice.
It may be the only video without one. haha
5:33 WHERE THE HECK IS THE THREE OPTIONS YOU TICK? IT DISAPPEARED IN NESMAKER 4.1.5!!
Did you load this particular module? Those *things* are bits in a "screen byte", and are different module to module, because they do different things from module to module (and are user definable). In THIS module, that's what they do. If you haven't loaded this module, they won't be there, and none of the code that makes them work will be there either.
did this work on version 4.1.5?
because I do like you but I have a green screen, a triangle and a square
Make sure you are using the latest version of tutorials for the latest version of the software - always found on the LEARN page of the website. This tutorial is very out of date.