4/6/18
Game Title announced. The Gift Of Discernment
1/30/18
Update to the project! You can now change rooms, somewhat. I was planning to wait until it the routine was more complete, but I was too excited not to share right now!
12/19/17
I have implemented a "slide" mechanic when only one of the 2 collision points sees a collision. Other work was done as well to this update, but it was all menu and screen stuff.
12/16/17
It doesn't seem like much of an update, but a lot of code changed in the background to make the character sprite interact properly with the background collision code.
-Character object now has a bounding box that checks 4 hit points for background collisions. All done at the Cartesian map level.
-Figured out how to do subpixel movement to slow down the charater's movement. This will also allow me to change the speed during game play if I desire that down the road. This was a challenge as I need to move 2 pixeld on every 4th frame. All the example code would only move you 1 pixel per X frames, which would create a "bouncing" effect of our Isometric character instead of the smooth diaganol that you see in the video.
-The main character now changes its tiles to appear to be facing in the direction it is moving.
-I changed the Cartesian sprite from 2 boxes to 1 box.
Original Post
https://m.facebook.com/story.php?story_fbid=512999452433257&...
Here is a short video of what I have been working on lately. What you see here is an Isometric (3d) view of the playing area with an 8x2 tile sprite and the Cartesian (2d) view in the upper left corner with a 1x2 tile sprite. The Cartesian view is for display only as I work out sprite movement and background collision detection. Once that is all working, I will take it off the screen and that part will operate completely unseen in the background. All updates to the sprites are done in the Cartesian view and then converted to Isometric view to to show on the screen.
As you watch the video, you can see how the X and Y axis lay on the Isometric background compared to the Cartesian map. The lightest squares on the Cartesian map represent 8x8 pixel tiles that cause collision. The checkerboard pattern area represents the playing area when the character can move freely. What you can't see is the upper row of collision tiles as the NES doesn't show the first 8 rows of pixels on NTSC screens.
As to what the genre of the game will be, I am going with Survival Horror. The Silent Hill series in one of my favorite, so I want to try to bring that style to the NES. How will I pull it off? I haven't a clue. What is the story line? Up in the air! All I know is that it will be a huge challenge and a lot of fun to make!