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7

window.localStroage is a more modern alternative to cookies. It allows you to store (semi-)persistent data in the users web browser which will survive a browser restart. The client-sided javascript can access it without having to consult a server, which makes it quite fast to access from the client. But contrary to cookies, localstorage is not directly ...


5

I would probably start with the following schema: Slot (ID, CharacterID, SlotID, ItemID) where Slot is the name of the table ID is the table's primary key CharacterID is a foreign key that points to the character SlotID is the slot's ID going from 1 to 64 (or 0 to 63, or whatever) ItemID is a foreign key that points to the item (ID of a specific ...


5

Many (especially older) cartridge-based consoles have homebrew development subcultures that have built CompactFlash-based cartridges that you can purchase, load up with your home-brew ROM, and insert into a (usually modded) system. For the NES, the most popular option seems to be the PowerPak from RetroZone. It does not appear to require a modded NES, since ...


3

You need to ensure your game will run properly on the NES hardware. With many 8 and 16 bit consoles, there are limited times you can access the hardware registers. Accessing registers outside the allowed time often results in the program not displaying any output. One emulator to consider is no$nes, another is fceux. The no$nes will warn you if you violate ...


2

This is a pretty big question and I think you might be better served by asking each part separately. That said, two of your points (viewport and collision) are essentially about accessing "nearby" objects efficiently. The way to do this is to use some kind of spatial data structure (aka spatial index). The simplest one is to have a two-dimensional array ...


2

Having username in userstats is redundant. You probably would want to key userstats.id_user and users.id_users. userstats.id_stats as auto incremented would be ok to reference from an npc interaction. Remove Coords from userstats. table: playerLocation id_user | playerX | playerY | levelName 1 | 211 | 105 | myMap2 Remove experience from ...


2

you can say on pond tiles that they are part of a multi-tile object with a reference to where the actual data is stored if there is no data then you can create a type for each sub tile of the large object and just store those, so you can find the orientation and bounds by just looking at the type in game you can have it act as one object. edit: let say ...


1

That looks like different size tiles, and not multiple small tiles in a premade configuration. If all the tiles are the same size, storing tile sheet information is simple. All you need to know is the number of pixels from the top and left edge of the sheet image. left_x, top_y If each tile is a different size, you also need to store the width/height of ...



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