Decided to update my design blog, change the name and plug the link. Wee…In other news I've been sick, sick as a dog. Tonsil swollen, then finally it has begun to empty. Which is foul, but with some relief.So I haven't felt too good to code or requiring too much thinking, so I started play Diablo 2 again. I wish I had the expansion, should of never sold it….Then I made more NES tiles and created a mock-up in GM, but lost the memory stick it was on <.< damn. So hopefully I find that soon since I was going to get a simple demo of what I had planned. After reading more on coding for an NES I realize I'm either going to need a decent template to work off of or someone good with pushing bits.Making graphics isn't as easy as it seems, theres some tricky limits to how you can have palettes. Your limited to 4 sets for 4 colors, with the first of each needing to be the same. There are a few programs that help you produce the proper NES negative of a tilesheet, so that has helped me make sure the graphics I make can be reproduced properly.Here's an updated look at the graphics and some of the interface menus.The combat poses a challenge to make a challenge. I have a good system setup that generates random math questions. Weak attacks are addition, medium is multiplication and strong attacks are division.To keep from making fractions, I just make a multiplication question an answer.Like thata= 2; c = 2; b= a*cThis makes combat easy if you know math of course, so I'm considering either making a chance to hit factor into the combat as well. Perhaps like a 75% chance of on a correct answer. Or perhaps just rely on a damage range.When opponents attack I was thinking of have a 'press A' type popup to trigger a random math question to perform a dodge.Another option to add a challenge would to have a time limit to answer questions.*Found the usb stick in the back of my desktop…*