Search found 711 matches

by Mugi
Wed Jan 02, 2019 5:22 pm
Forum: NESmaker Help
Topic: issues with pickupshrub
Replies: 6
Views: 563

issues with pickupshrub

i cant seem to be able to trigger the pickupthing tiles at all currently. Is this just a thing that has to do with the collision check the code has (it has a comment saying that sprites wider than 16px will cause anomalous behavior.) my sprite is 24x24 so that's one thing. did anyone ever produce a ...
by Mugi
Wed Jan 02, 2019 5:16 pm
Forum: NESmaker Help
Topic: Getting stuck on solids on death
Replies: 7
Views: 713

Re: Getting stuck on solids on death

I don't really know if the rad jump affects things and how, as i've not gone through the code to see what it does. I had this issue myself too though, where i kept going inside solid objects and being stuck in death animation during death (no softlocks though.) turned out my issue was that i did not...
by Mugi
Wed Jan 02, 2019 10:14 am
Forum: Art
Topic: clarification on swapping screen tilesets
Replies: 9
Views: 1606

Re: clarification on swapping screen tilesets

if it does allow it to be done, it will be an extremely interesting excercise of resource management to create screens that switch elements during scroll.
man... NOW im getting excited!
by Mugi
Wed Jan 02, 2019 9:31 am
Forum: Art
Topic: clarification on swapping screen tilesets
Replies: 9
Views: 1606

Re: clarification on swapping screen tilesets

i was mostly wondering if they changed the nesmaker UI to actually lock you into a tileset on scrolling stages or not, because currently it allows changing it for each screen, so if it keeps doing that, then how was it handled. now, i could in theory craft 2 tilesets, one for the cave and one for th...
by Mugi
Tue Jan 01, 2019 8:16 pm
Forum: WIP
Topic: Turtle Rescue
Replies: 108
Views: 19237

Re: Turtle Rescue

i love all the little details you've given to this project really, here i thought im a perfectionist, and im like lightyears behind you :P
that cover art totally has the oldschool nes game vibe in it.
by Mugi
Tue Jan 01, 2019 8:11 pm
Forum: Art
Topic: clarification on swapping screen tilesets
Replies: 9
Views: 1606

Re: clarification on swapping screen tilesets

that's pretty much what i though, as it's the logical outcome.
more or less means i will have to do it as indicated on th example picture and make the "transition room" a non-scrolling room with it's own tileset.

thanks. Now i can get back to tileset design :P
by Mugi
Tue Jan 01, 2019 4:05 pm
Forum: Art
Topic: clarification on swapping screen tilesets
Replies: 9
Views: 1606

Re: clarification on swapping screen tilesets

Im currently designing based on that idea, just to be on the safe side....
Guess we'll see.
by Mugi
Tue Jan 01, 2019 3:31 pm
Forum: WIP
Topic: Dimension Drive (working title)
Replies: 73
Views: 9757

Re: Dimension Drive (working title)

Looks like it feels really good and the graphics are real nice! thanks! i linked a rom few posts earlier if you wish to try it, it's not much but there's a couple rooms and you can jump around testing the physics with it if you're interested of testing out how the controls actually feel. (that rom ...
by Mugi
Tue Jan 01, 2019 3:24 pm
Forum: Art
Topic: clarification on swapping screen tilesets
Replies: 9
Views: 1606

clarification on swapping screen tilesets

hey all, I could use some clarification on a couple things as i started designing my overworld map for my game (platformer) and with scrolling coming with 4.1.0, im a little unsure of how this will work out. here's my example map im working on: https://dev9.blacklabel-translations.com/scrn/dd/exampl...
by Mugi
Tue Jan 01, 2019 12:50 pm
Forum: WIP
Topic: Dimension Drive (working title)
Replies: 73
Views: 9757

Re: Dimension Drive (working title)

it's really simple to do actually (being efficient is another matter) what i did was simply made a check on my input scripts as follows: LDX player1_object GetCurrentActionType player1_object CMP #$01;;walk BEQ+ CMP #$03;;attack BEQ ++ CMP #$02;; jump BEQ + CMP #$05 ;; hurt BEQ letmehurtleft ChangeO...