Hi!
I already posted in this topic and I got some really useful answers! Thank you guys!
I played a few NES games since then and I realised how many things I missed.
There are a few more techniques that I don't clearly understand.
Parallax scrolling: I know it can be done in case of none overlapping background elements. And it involves IRQs. But I saw scrolling where there was overlapping.
Foreground elements: This is what I have no idea at all. I played G.I. Joe and it has many foreground elements. How it works and what are the limitations? What I can do and what I can't?
I saw that when there are foreground elements, there is usually one background colour. In Terminator 2 - Judgement Day, in the last level, the terminator can run up and down on stairs. The stairs have railings and they are in the foreground. But when the player decides not to walk up, but walk next to it, it appears in the background. R.C. Pro AM II had those bridges what you can go under.
In Platoon, there are bushes in front of the character. And the list goes on. Many games used this technique, but I kinda forgot about them.
Weird distortion effect: Mission: Impossible. This incredibly difficult beast had some interesting distortion effect. Probably I won't use anything like this, but I'm curious, how it was done.
Anyway, I started to develop my game in Unity, but now I use Game Maker and I think I made a good decision. I'm still on making my game true to the NES limitations. Maybe I'll not mess around with the limitations of being at most 8 sprites per scanline.
I already posted in this topic and I got some really useful answers! Thank you guys!
I played a few NES games since then and I realised how many things I missed.
There are a few more techniques that I don't clearly understand.
Parallax scrolling: I know it can be done in case of none overlapping background elements. And it involves IRQs. But I saw scrolling where there was overlapping.
Foreground elements: This is what I have no idea at all. I played G.I. Joe and it has many foreground elements. How it works and what are the limitations? What I can do and what I can't?
I saw that when there are foreground elements, there is usually one background colour. In Terminator 2 - Judgement Day, in the last level, the terminator can run up and down on stairs. The stairs have railings and they are in the foreground. But when the player decides not to walk up, but walk next to it, it appears in the background. R.C. Pro AM II had those bridges what you can go under.
In Platoon, there are bushes in front of the character. And the list goes on. Many games used this technique, but I kinda forgot about them.
Weird distortion effect: Mission: Impossible. This incredibly difficult beast had some interesting distortion effect. Probably I won't use anything like this, but I'm curious, how it was done.
Anyway, I started to develop my game in Unity, but now I use Game Maker and I think I made a good decision. I'm still on making my game true to the NES limitations. Maybe I'll not mess around with the limitations of being at most 8 sprites per scanline.