NESmaker 4.5 - Adventure Game Basics - Part 3

dale_coop

Moderator
Staff member
Joe Granato:

Alright, everyone - micro tutorial 3 is up in the Adventure Game Module series. Understand we are still VERY much getting used to the format, and still tweaking the engine. Necessary patched files are listed where needed.

Also, make sure you're doing things in order! The website is putting them by date like a blog, so they end up in backwards order!!! haha. But they're clearly listed step 1,2,3 etc.

In this video, we will learn how to add a basic text box to our project. We will learn how to add a textbox pop-up based on a button press, an NPC dialog box, a tile based NPC, and a tile triggered text box.

Here's the new tutorial and instructions (with the link the "Support Files" zip):
https://www.thenew8bitheroes.com/post/adventure-game-basics-part-3-text-box-basics

The video:
https://vimeo.com/427910455/8d479b4b6b
https://vimeo.com/427910455/8d479b4b6b
 

jataka5000

New member
Hello, I worked through the Part 3 tutorial (and everything before it). https://www.thenew8bitheroes.com/post/adventure-game-basics-part-3-text-box-basics

In the part where we have the shell trigger a text box, it's not clear how we can assign various text boxes -- for example, imagine that I wanted to drop 5 shells on the screen, first one says "I am shell 1" second one says "I am shell 2"... I get how the text boxes of each day monster group inherits the text box of that monster (monster 1-4), but it seems that we could do this for various objects or tiles that are not monsters. I'm not sure how to do this (e.g. selecting a new text group for an auto text or NPC trigger) -- perhaps it can be done in the asm code? Or maybe there is also a way to do it in the NESmaker interface?
 

dale_coop

Moderator
Staff member
This code just display the first Text.
For a tile script, it will be quite difficult to display different texts. If you want that, I'd suggest using objects (like NPCs).
 

Jonny

Well-known member
Does anyone know where the code is that turns off the sprites while the text box apears? For my game, I don't want the sprites to disapear but I can't figure out what part of the code is causing that to happen. Any ideas?
 

dale_coop

Moderator
Staff member
You can't do that with this module... Some people tried: http://nesmakers.com/viewtopic.php?f=60&t=5358
 
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