Crabba's Adventure

Mihoshi20

Member
Crabba's Deep Sea Adventure is the spiritual successor to Mermay's Den where you play as a crab having a walk along the beach when a sharkie starts pops up and starts causing mischief. Currently only opening cut-scenes are finished which were inspired by the cut-scene mechanics CutterCross and DaleCoop developed.

game_001.png
game_002.png
game_003.png
 

dale_coop

Moderator
Staff member
Oh, wow... Awesome! Congrats, this cutscenes look fantastic <3
Do you have, player / monsters and levels already done too?
I am curious to see :D°°°
 

Mihoshi20

Member
dale_coop said:
Oh, wow... Awesome! Congrats, this cutscenes look fantastic <3
Do you have, player / monsters and levels already done too?
I am curious to see :D°°°

I started working on the first level and player sprite when I noticed a weird issue that halted me in my tracks until i can dig around in the code for the cause. It seems when I warp my player to the first level after the last cutscene, the player can't move, they're stuck in their tracks. I tried warping to different parts of the screen, making sure all tiles were walkable, making sure tiles around the player in the cutscenes were walkable just in-case it was a bug carrying over screen tile types to the level to no success. Warping the player to a different screen produced the same results.

Placing the player in the same spot instead warping works as intended, the player could move as normal. So development is paused until I can figure out what's going on. In the meantime I started work on Run Dash Run.
 

Mihoshi20

Member
BentPawGames said:
I look forward to seeing more from the extended Mermay universe! :)

Hmmm, is it too early to start calling it the MEU? LOL. :lol: Mermay's Extended Universe does have a nice ring to it.
 

dale_coop

Moderator
Staff member
Mihoshi20 said:
dale_coop said:
Oh, wow... Awesome! Congrats, this cutscenes look fantastic <3
Do you have, player / monsters and levels already done too?
I am curious to see :D°°°

I started working on the first level and player sprite when I noticed a weird issue that halted me in my tracks until i can dig around in the code for the cause. It seems when I warp my player to the first level after the last cutscene, the player can't move, they're stuck in their tracks. I tried warping to different parts of the screen, making sure all tiles were walkable, making sure tiles around the player in the cutscenes were walkable just in-case it was a bug carrying over screen tile types to the level to no success. Warping the player to a different screen produced the same results.

Placing the player in the same spot instead warping works as intended, the player could move as normal. So development is paused until I can figure out what's going on. In the meantime I started work on Run Dash Run.

Maybe your warp script is not correct?
You could check with this one:
Code:
	LDA #$00
	STA newGameState

	LDA warpMap
	sta currentMap
	clc
	ADC #$01
	STA temp
	GoToScreen warpToScreen, temp, #$02
	LDA #$00
	STA playerToSpawn
	LDX player1_object
	DeactivateCurrentObject
	LDA #$01
	STA loadObjectFlag

	LDA mapPosX
	STA newX
	LDA mapPosY
	STA newY
 

Mihoshi20

Member
dale_coop said:
Mihoshi20 said:
dale_coop said:
Oh, wow... Awesome! Congrats, this cutscenes look fantastic <3
Do you have, player / monsters and levels already done too?
I am curious to see :D°°°

I started working on the first level and player sprite when I noticed a weird issue that halted me in my tracks until i can dig around in the code for the cause. It seems when I warp my player to the first level after the last cutscene, the player can't move, they're stuck in their tracks. I tried warping to different parts of the screen, making sure all tiles were walkable, making sure tiles around the player in the cutscenes were walkable just in-case it was a bug carrying over screen tile types to the level to no success. Warping the player to a different screen produced the same results.

Placing the player in the same spot instead warping works as intended, the player could move as normal. So development is paused until I can figure out what's going on. In the meantime I started work on Run Dash Run.

Maybe your warp script is not correct?
You could check with this one:

Nope, the code was very different, simpler, only 4 lines. However replacing that code in with this new code didn't help, it's still the same results. The player is reaching the proper screen, they just can't move, animations still change and the player will change directions, it just won't change X or Y position via movement.
 

dale_coop

Moderator
Staff member
And your screen has gravity set? Your player has a bounding box, no "gravity" set, ... And how is your player's movement scripts?
 

Mihoshi20

Member
dale_coop said:
And your screen has gravity set? Your player has a bounding box, no "gravity" set, ... And how is your player's movement scripts?

The game is being based on the Adventure Module which doesn't require the gravity setting. Controls are the adventure module defaults. If I place the player in that room as the first room for the player, all controls and engine mechanics work as intended. it's only if warped into the room that the issue occurs.
 

dale_coop

Moderator
Staff member
Oh...
So it's definitly your warp script that is not correct.
Try could try adding
Code:
	LDA #STATE_START_GAME
	STA change_state
...in this custom warp script.
 

Mihoshi20

Member
dale_coop said:
Oh...
So it's definitly your warp script that is not correct.
Try could try adding
Code:
	LDA #STATE_START_GAME
	STA change_state
...in this custom warp script.

Still the same results. I tried adding it to both the original warp code and the version you provided but no success. I'm including the warp code in this post along with 2 assembled rom files, one starting with the custscenes and then one starting directly in the room so you can see exactly how the game behaves. The commented out code is the original warp code while the other is the code you provided.

Code:
;	LDA warpMap
;	ADC #$01
;	STA temp
;	GoToScreen warpToScreen, temp, #$02
;	LDA #STATE_START_GAME
;	STA change_state

	LDA #$00
	STA newGameState

	LDA warpMap
	sta currentMap
	clc
	ADC #$01
	STA temp
	GoToScreen warpToScreen, temp, #$02
	LDA #$00
	STA playerToSpawn
	LDX player1_object
	DeactivateCurrentObject
	LDA #$01
	STA loadObjectFlag

	LDA mapPosX
	STA newX
	LDA mapPosY
	STA newY
	LDA #STATE_START_GAME
	STA change_state

In bother versions of the rom pressing start will bring up the first portion of the custscene text while B will dismiss is.

View attachment CrabbaTestBuild_01.zip
 

dale_coop

Moderator
Staff member
Are you using a special action step for your player when he's on the cutscenes?
Maybe you would need to set back to action step 0 when warping?
Code:
	LDX player1_object 
	ChangeObjectState #$00,#$02
 

Mihoshi20

Member
dale_coop said:
Are you using a special action step for your player when he's on the cutscenes?
Maybe you would need to set back to action step 0 when warping?
Code:
	LDX player1_object 
	ChangeObjectState #$00,#$02

I'm not currently, but I plan to. Maybe I should finish that part up and see what happens. I'd rather suspected that the issue might be caused by an incorrect state being set for the player that it's then not being taken out of.
 
Top Bottom