BroTheRetro
New member
The main goal is to create path were the player can only walk on that path. If the line is horizontal, he can't go up or down.
What I have done so far (a lot of research but almost no coding xD ). I created a new tile script like the solid or prize tile. In this script I check the y of the tile then force the player y to be the y tile (half of it, to be in the center of the tile). It works fine for horizontal path. I need to check witch asset is the player touching (not sure if the asset name is available in the code) or check witch tile (in tile set) is the player touching.
[
LDA temp
CMP #$11
BEQ +
JMP doNothing
+
LDA tileY
AND #$f0
STA yHold_hi
doNothing
]
this is what I have and the first LDA temp, is to check the tile reference in the tile set. So I need to change the temp to a variable that has the position of the tile in tile set. And I will have to check more, to see if the player is in a T or + tile to change direction or stop.
This is where the player has to "walk", in the blue path. He should walk until he finds a T or +, so the player should make a decision (that's the next step, to stop and walk to the possible ways). It has to be "fixed" path. I didn't find anything in the forum, I tried my best. Not very good at assembly (yet! ;p) thanks!
What I have done so far (a lot of research but almost no coding xD ). I created a new tile script like the solid or prize tile. In this script I check the y of the tile then force the player y to be the y tile (half of it, to be in the center of the tile). It works fine for horizontal path. I need to check witch asset is the player touching (not sure if the asset name is available in the code) or check witch tile (in tile set) is the player touching.
[
LDA temp
CMP #$11
BEQ +
JMP doNothing
+
LDA tileY
AND #$f0
STA yHold_hi
doNothing
]
this is what I have and the first LDA temp, is to check the tile reference in the tile set. So I need to change the temp to a variable that has the position of the tile in tile set. And I will have to check more, to see if the player is in a T or + tile to change direction or stop.
This is where the player has to "walk", in the blue path. He should walk until he finds a T or +, so the player should make a decision (that's the next step, to stop and walk to the possible ways). It has to be "fixed" path. I didn't find anything in the forum, I tried my best. Not very good at assembly (yet! ;p) thanks!