Ah okay, on the store page, got it! Thank you!
nesrocks
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That's the first I'm hearing of NAW running on a graphic tablet! Does the tablet run Windows?
Full screen not happening is a resolution limitation that can be removed in the upcoming versions which have much better UI code. I'll look into that.
I don't know about ctrl-z key. Is that a dedicated undo key in the tablet? I'd need more info on it to implement it. Currently the code checks for a "control" key being held and then a "Z" key being pressed.
I've been reported that it does work on Wine. As you suspect yes, it could be a dependency issue in your case. Have you tried the installer download?
The installer optionally installs Visual C++ Redistributable. It's the only extra install that it has, so that could be the dependency that you don't have installed.
Thank you.
A google search indicates that it is a rare occurrence, and is most likely MacAfee's false positive of a trojan, not a virus.
These forum posts talk about it:
https://forums.mcafee.com/t5/VirusScan/False-Positive-JTI-Suspect-196612-65a0e3d...
https://forums.mcafee.com/t5/VirusScan/False-positive-JTI-Suspect-196612-5ec1062...
https://communitym.trellix.com/t5/Malware/JTI-Suspect-1966-Threat/td-p/607501
I am going to scan it on a few different machines, using different anti-virus software than McAfee just to be sure and will then update this post with the findings.
Hi! Could you please share the complete message that the anti virus gives?
I haven't received any similar report so far. The installer has been there for a few months now with hundreds of downloads. I assume it is a false negative that anti viruses sometimes give. But it is worth looking into it if you could give more details. Thank you!
Oh my, I really need to learn how to use itch better. There was no reply notification to this!
I'm glad you found the solution! Yes, currently only 4KB or smaller CHR is supported in NAW. If you open a bigger one like you tried it will trim the rest and only open the initial 4KB of data.
In the future there will be a CHR manager which will allow better handling of this type of data inside a project. It'll be absolutely necessary for many features such as actor animations and screen raster effects. The CHR loader and manager is partly implemented already, just not present in the public version yet.
edit: I see there's a subscribe button, I guess that should do it :)
Hi! In the "Tiles (CHR)" module there is a button for you to "Swap CHRs". An alternative would be to export the CHR pages and import them manually to the correct banks.
Sometimes though what you want to do could be to keep the CHR pages where they are but assign them differently to the nametables and sprites. In that case you would use the "BG CHR: #" button in the "Background (NAM)" module and the "SPR CHR: #" button in the "Sprites" module.
Get it here!
https://nesrocks.itch.io/super-hiking-league
What is Super Hiking League? Well, the game puts two Hikers against each other on a race to the top. The best jumper wins! It will not be that simple though. Stages are filled with dangerous cute slimes, pits, tight platforms and large gaps that can only be traversed with the use of your trusted elastic rope.
I have zero budget for marketing but I invested 3 years making this game play as fun as possible, and look as polished as possible. So... HIDDEN GEM? It is if you ask me.
Not having a marketing budget may not have been a smart move. Well, a winner is you, because I've made the game super cheap.
That's interesting. It never occurred me to try saving to the program's folder. Your saved files probably ended up in the windows users folders. Could be something like:
C:\Users\Windows 10\AppData\Local\NESAssetsWorkshop
I'll look into this issue right away and see if it's anything I can deal with. File handling is a bit finicky in GMS2. It treats the program folder and the users folder as two alternatives to the same variable, but maybe I can use a workaround.
Ahh thanks, that indeed might have something to do with it. Not the high resolution per se (I use a 4K monitor, for example), but the aspect ratio. I'm going to add code to check for wider than 16:9 when maximizing.
edit: I think it's done already, that seemed simple. Should go live on the next public update.
Hey, thislittlelog! Thanks for trying NAW. I'm sorry that you had this issue.
A possible workaround is, if your keyboard has it, you can use the num keys + and - to resize the window. Otherwise the only fix for now will be to delete the preferences file, probably located somewhere like "C:\Users\Windows 10\AppData\Local\NESAssetsWorkshop"
Can you tell me what desktop resolution you're using?
Thanks in advance,
Nesrocks
A Mac version is possible, with a few limitations since some small features such as copy+paste from/to the clipboard (communication with external programs), special file access permissions and window minimize are based on windows DLLs. There may be Mac alternatives but I haven't looked into those.
The biggest problem is that it requires a Mac computer on my local network to compile the code. It's as simple as that, but I don't have access to such a computer at the moment.
I'm implementing 8x16 sprites support. This is a major feature, a lot of work is being done for everything in NAW to work accordingly.
Along with this I'm further developing the OAM module with an OAM editor and overhauled sprite internals, which were still using an old format. Nametables have been using this optimized shader based system for a while, while sprites weren't.
As it is now, pressing F12 exports the entire interface as a PNG (scaled and everything).
I'm working on adding an option to export the current module's image as it is being presented on the editor. For example, if you're in the "NAM" module, editing "nametable 2" with "sprites: ON" and export a PNG image, it will save a 256x240 PNG file of nametable 2 with overlay sprites.
https://nesrocks.itch.io/naw (Windows)
The NES Assets Workshop tool aims to aid with the creation of graphical assets ready to use with NES development. It is meant for artists and technical artists, and it automatically imposes all NES limitations and gives you a WISIWYG workflow.
The tool is 100% made in GMS2 with GML and includes a lot of very low level bits and bytes handling to keep true to the real NES graphics formats.
It is in active development and offered as name your own price.
Feedback is appreciated. Thank you!
If you find any issues please search this forum if it hasn't already been reported or if it's not listed as a known issue (inside NAW, under MISC - HELP). Otherwise please create a forum thread describing the issue and providing screenshots.
For feature requests check the main project page to see if it isn't already under planned features. Otherwise please create a forum thread describing the feature and reasoning behind the request. Requests will be given a priority internally depending on complexity and relevance. Please be patient. ^^
I got a few crashes because I was trying to play a file that was not loaded. The loading failed because the index was incorrect. It turns out that renaming an included file from explorer.mod to explorer and then back to explorer.mod in game maker makes its name bogus. So I just renamed it back to simply explorer and it worked.