I'm going to keep this question as open ended as possible. Partly to facilitate free discussion and debate (you guys seem to love scrolling debates) and partly because I've only just started out and have very little idea what I'm talking about
Street Fighter 2010, in the first level, employs four way scrolling in a way that I think would work well for my game. The playfield is limited in the sense that it's neither particularly high or wide, but it does allow scrolling in all directions. Furthermore, due to the nature of the level (the boss is there from the start and follows you around the playfield) the boss must be kept track of even when offscreen, otherwise if you scrolled him out of view he'd never "find" you or be able to follow you, if that makes sense. It also keeps track of breakable object too so if you break them, they stay that way.
Can anyone shed some light on how this is done and the implications? Things like mirroring, mapper, does it scroll in the way you'd expect? There seems to be a small amount of glitchyness at the bottom center of the screen, and a significant amount on the right edge of the screen. Feel free to discuss concepts and code that fly right over my head.
I'm nowhere near the point at which I'd be implementing stuff like this in my own projects. Still, this sort of gameplay (the first level anyway) is just what I had in mind when I first contemplated writing a game for the NES. Of course I now realize that this isn't really something the nes is particularly suited to. Certaily possible, but not without headache. I still plan on writing something like this in the near future, so any information here will (hopefully!) be put to good use by me if not someone else.
Thanks a bunch
Quick edit - If somebody thinks this would be better suited to another section of the forum, move away. I just put it here because I'm a newbie.
Street Fighter 2010, in the first level, employs four way scrolling in a way that I think would work well for my game. The playfield is limited in the sense that it's neither particularly high or wide, but it does allow scrolling in all directions. Furthermore, due to the nature of the level (the boss is there from the start and follows you around the playfield) the boss must be kept track of even when offscreen, otherwise if you scrolled him out of view he'd never "find" you or be able to follow you, if that makes sense. It also keeps track of breakable object too so if you break them, they stay that way.
Can anyone shed some light on how this is done and the implications? Things like mirroring, mapper, does it scroll in the way you'd expect? There seems to be a small amount of glitchyness at the bottom center of the screen, and a significant amount on the right edge of the screen. Feel free to discuss concepts and code that fly right over my head.
I'm nowhere near the point at which I'd be implementing stuff like this in my own projects. Still, this sort of gameplay (the first level anyway) is just what I had in mind when I first contemplated writing a game for the NES. Of course I now realize that this isn't really something the nes is particularly suited to. Certaily possible, but not without headache. I still plan on writing something like this in the near future, so any information here will (hopefully!) be put to good use by me if not someone else.
Thanks a bunch
Quick edit - If somebody thinks this would be better suited to another section of the forum, move away. I just put it here because I'm a newbie.