Search found 797 matches

by Mugi
Mon Jan 28, 2019 1:27 pm
Forum: Ask For Help
Topic: Music stops on death
Replies: 2
Views: 636

Re: Music stops on death

go to your script settings and open the handle player death assembly

comment out the line that says "stopsound" (add a ; to the beginning of the line.)
by Mugi
Sun Jan 27, 2019 8:00 pm
Forum: NESmaker Help
Topic: Hurt Tile
Replies: 18
Views: 2835

Re: Hurt Tile

CPX player1_object
BEQ +
LDA #TILE_SOLID
STA tile_solidity
RTS
+

the rest of the code you have goes under the +

now the tile is a normal solid tile for everything except the player object. If you want the tile to be absolutely nothing for monsters, just remove 3rd and 4th line.
by Mugi
Sun Jan 27, 2019 2:53 pm
Forum: Bugs
Topic: object editor now forces all animations to be the same size.
Replies: 5
Views: 772

Re: object editor now forces all animations to be the same size.

it wasnt since it's the same object i still use to this day. i never made alternative versions of it, or even remade it, i just exported it from 4.0.11 and imported to 4.1. it was always 3x3 and a 3x4 jumping animation. doesnt matter anyone anyway, i remade the whole thing for the Nth time, now with...
by Mugi
Sun Jan 27, 2019 1:17 pm
Forum: Bugs
Topic: object editor now forces all animations to be the same size.
Replies: 5
Views: 772

Re: object editor now forces all animations to be the same size.

i dont know... i checked an old rom i had and it still has the 3x4 jump animation fully shown, meaning it does work. but in the later roms, the legs of the character are cut off because the jump is forced to 3x3.. no idea really.. but yeah this is just not cool... i had to redesign my entire player ...
by Mugi
Sun Jan 27, 2019 11:18 am
Forum: Bugs
Topic: object editor now forces all animations to be the same size.
Replies: 5
Views: 772

object editor now forces all animations to be the same size.

when i made my playerobject animations, this still worked just fine. my player is 3x3 tiles in size, except for the jump animation, which is 3x4 in size due to being vertically larger than the normal animations. this worked just fine starting from 4.0.11 where i made my player, and i have no idea wh...
by Mugi
Sat Jan 26, 2019 6:17 pm
Forum: WIP
Topic: Dimension Shift
Replies: 362
Views: 36262

Re: Dimension Drive

again crawling a little forward i guess... made a player "victory" cheer frame that's used for warping, and a spawn / despawn animation. monster death animation is also done. im working on something extra neat for stage starts.... more on that once i get it working :P on assembly side, i've poked a ...
by Mugi
Sat Jan 26, 2019 11:47 am
Forum: Scripts
Topic: Imperfect Top Bounds fix when play area is set to the entire screen
Replies: 3
Views: 819

Re: Imperfect Top Bounds fix when play area is set to the entire screen

edge reaction is reverse direction iirc, but i can't check anymore since the monster didnt work so i deleted it. i can recreate it and record a video of the behavior if you wish. basically the top row of my play are is solid tiles, and the monster is below them, and below the row where the monster s...
by Mugi
Sat Jan 26, 2019 7:54 am
Forum: Scripts
Topic: Imperfect Top Bounds fix when play area is set to the entire screen
Replies: 3
Views: 819

Re: Imperfect Top Bounds fix when play area is set to the entire screen

This is useful to me! I dont know if rhis is related though, but i have monsters in my game that walk on the ceiling, and placing them on the first 4 tile rows on the top of the room makes them dissappear and crashes the game. Its propably related to the whole deal that the engine doesnt know which ...
by Mugi
Sat Jan 26, 2019 3:39 am
Forum: Scripts
Topic: New AI Action: Proximity trigger
Replies: 14
Views: 3024

Re: New AI Action: Proximity trigger

Oh nice you got it running!
I might actually even use that, it seems to be a handy thing to have.

And i totally didnt think about the fact that the hitbox checks are done to the top left of the hitbox.... *facepalm*
by Mugi
Sat Jan 26, 2019 3:10 am
Forum: NESmaker Help
Topic: Belmont style Melee controls
Replies: 34
Views: 4877

Re: Belmont style Melee controls

You can just pm it to me or sen me a mail teh [dot] mugi [at] gmail.com

Isent you the scripts via PM but its still sitting in my outbox so i take it you didnt receive it yet? If not i will just mail it to you once i get to my pc in couple hours.