Tagged "designing enemies"
Coding enemies is a lot like cooking. Answering the question of "How should this enemy behave?" is similar to answering "What should this sandwich taste like?" For both questions, the secret is in the ingredients.Read more →
A guide to organizing banks of sprite and backgrounds tiles to optimize memory for the NES.Read more →
An explanation of using banks for NES graphics.Read more →
The second in a series about designing enemy concepts and behavior, using examples from Lethal Wedding.Read more →
Part 1 in a series of essays about enemy design.Read more →