Originally posted by: SoleGooseProductions
Crap, I'm like fourteen days late in bumping this, but have at it! I know quite a few have tried to learn in the past year, what is holding you back? How can we as a community help? What are your sticking point? We want to help .
FYI: still my favorite Brewery thread.
I think that an argument to think about could be this. All efforts to write up guides and tutorials are worth admiration, gratitude, and respect.
However,
Nerdy Nights by
BunnyBoy and
MetalSlime are, in my opinion, more efficient than others.
Starting from zero,
NerdyNight is the perfect tool. It is technical enough to make you understand what's going on behind the scenes, easy enough to be understandable, it uses a proper English language not relaying too much on slangs, jargons, and such, and it coherently builds up a learning path from beginning to end.
Done with the tutorial, you are able to make simple games.
For instance, the beginning of your code will always be
BunnyBoy code: RESET, setup stack, clear RAM, load background tiles, sprites positions, PPU stuff, and so on. Your NMI routine will be easy to implement, and you can, from there, personalize a simple game as much as you wish, moving sprites around and such. Nothing too fancy, but it will works wonderfully. You know about VBlank time, you make sure to avoid glitches writing to the PPU only when you are supposed to, and you are set. Music will be simple, but
MetalSlime engine allows you to do whatever basic you wish to do.
After that, there are many articles, on
NA,
nesdev, or made by others authors, but not a coherent "Level2" guide. You are pretty much on your own wondering how to figure out how different mappers work, what other options you have for music, how fancier graphical effects work and should be implemented. Everything you can find gets technical, havier on jargons, and nothing is proposed in a tutorial step by step fashion. There is of course the
ask all questions thread, which will save you pretty often, but a coherent
what's next guide is missing.
And it is unlikely to find something specific about NES game design in a book store. The way I see it, a competent
NerdyNights 2.0 would be beneficial, because after how to make simple games is learned (weeks), the time spent in searching how to learn the extra knowledge needed to finish up a more specific game is huge (months/years, and tons of coding hours gone); and moreover, a solution already worked out years ago, or a knowledge known for sure by an expert, makes more sense than an attempt to reinvent the wheel by someone learning in the process.
Of course, experts have a life too, and are not paid to teach others, so it would be simply arrogant to complain about it. But if a good book (paper or digital) was written in year 2016 on this specific subject (
NES videogame design in assembly), I
guess that many wouldn't mind to spend some money to buy it. I would even buy a nicely formatted paper copy of
NerdyNights, no matter teh fact that it is already available for free here on
NA!
I think this lack could be in the reasons for very few people keeping on making NES games, after their first experiments.
As always, just my silly two cents opinion on the matter, I can definitely be wrong on the subject.
Cheers!