The Tower of Turmoil

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Mihoshi20
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Re: The Tower of Turmoil

Post by Mihoshi20 » Thu Sep 06, 2018 5:58 am

CutterCross wrote:
Wed Sep 05, 2018 7:54 pm
Mihoshi20 wrote:
Tue Sep 04, 2018 9:03 pm
Not very sure how helpful or even useful this is but thought I'd toss it out there anyways as I was playing around today thinking about how close I could get the sprite to look as it should just using raw NESmaker and this is about as close as I could get. Also thought about how one of the unused effect game objects could be paired with a modified clone of the shoot at player script to act as a 'follow' sprite to fill in the rest of the face.
I tried your method of setting the player up last night, and while I think the standing animation looks pretty good, there's a lot of color bleeding on the other animations, specifically running.

Suprisingly, this method didn't take up much more space than my original tileset. Here's the original for reference:

Image

I still think the layered sprite approach with the modified "shoot at player" script is the best choice. The problem for me however, is that I can't seem to figure out how to set it up, and I don't know how to call in a specific game object in asm.

I really appreciate you trying to help out though!
Ultimately your original plan to for the most part make the entire head a follow object is probably best as if you look at the megaman 1 spritesheet, they took great care to make nearly every pose megaman goes into have the head in the same position though I was looking for a way to offset as much of the work on the face as possible and really the way you redid the face doesn't look bad at all.

As for where to start at understanding the shoot at player ASM, I wish I had more time to completely rewrite the code myself and present it, but hopefully I can point you in the right direction. The problem I'd have to solve though is how to spawn the head on the screen at all time and have it follow the player. Joe actually talks a bit about how the shoot at player code works in the adventure tutorial. https://youtu.be/wH6G296onhs?t=2h48m20s

CreateObject temp1, temp2, #$0A, #$01

temp1 and temp2 are the X and Y positions of the monster firing the projectile. These would need to be changed to the X and Y coordinates/position of the player so that it spawns in the correct position.

#$0A is the object being spawned which equates to decimal 10 meaning it's the 10th item down on the GameObjects list. If you changed it to #$00 monsters would shoot the player sprite at the player. If changed to #$06 then monsters would shoot key pickup items at the player.

#$01 is what action state it's in, which might also be possible to modify to change between facial animations like what megaman does when jumping or when hit.

Another problem to solve would be the object speed so that it's always in the proper position following the player. The code has speed values assigned but they might only be local to the object so that it continues moving.
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CutterCross
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Re: The Tower of Turmoil

Post by CutterCross » Sat Sep 08, 2018 2:47 am

Mihoshi20 wrote:
Thu Sep 06, 2018 5:58 am
Ultimately your original plan to for the most part make the entire head a follow object is probably best as if you look at the megaman 1 spritesheet, they took great care to make nearly every pose megaman goes into have the head in the same position though I was looking for a way to offset as much of the work on the face as possible and really the way you redid the face doesn't look bad at all.

As for where to start at understanding the shoot at player ASM, I wish I had more time to completely rewrite the code myself and present it, but hopefully I can point you in the right direction. The problem I'd have to solve though is how to spawn the head on the screen at all time and have it follow the player. Joe actually talks a bit about how the shoot at player code works in the adventure tutorial. https://youtu.be/wH6G296onhs?t=2h48m20s

CreateObject temp1, temp2, #$0A, #$01

temp1 and temp2 are the X and Y positions of the monster firing the projectile. These would need to be changed to the X and Y coordinates/position of the player so that it spawns in the correct position.

#$0A is the object being spawned which equates to decimal 10 meaning it's the 10th item down on the GameObjects list. If you changed it to #$00 monsters would shoot the player sprite at the player. If changed to #$06 then monsters would shoot key pickup items at the player.

#$01 is what action state it's in, which might also be possible to modify to change between facial animations like what megaman does when jumping or when hit.

Another problem to solve would be the object speed so that it's always in the proper position following the player. The code has speed values assigned but they might only be local to the object so that it continues moving.
Getting the Head on the screen all the time is actually pretty simple, just set it to PERSISTENT like the player. Now the big issue is to get the head following the player...

Thanks for breaking down the CreateObject macro, now I know how it works. I'm still having trouble loading another game object into a register. You know how if you want to load the player object into register X you write "LDX player1_object", what's the reference name for the other game objects?
Music Man:
The Tower of Turmoil: http://www.nesmakers.com/viewtopic.php?f=12&t=1348
When the Clock Hands Stall: http://www.nesmakers.com/viewtopic.php?f=52&t=2723
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Mihoshi20
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Re: The Tower of Turmoil

Post by Mihoshi20 » Sat Sep 08, 2018 2:56 am

CutterCross wrote:
Sat Sep 08, 2018 2:47 am

Getting the Head on the screen all the time is actually pretty simple, just set it to PERSISTENT like the player. Now the big issue is to get the head following the player...

Thanks for breaking down the CreateObject macro, now I know how it works. I'm still having trouble loading another game object into a register. You know how if you want to load the player object into register X you write "LDX player1_object", what's the reference name for the other game objects?
Hmm, thought never even crossed my mind to actually set something else as persistent, like an effect game object and just see what happens. That would make things much easier as then you'd just have to worry about getting the player position and then moving the object to the player and adjusting until it's in the right position. This was really easy to do in flash and game maker studio, but I'm still treading the waters of and poking around in assembly to nail down when I have the free time to play in.
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CutterCross
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Re: The Tower of Turmoil

Post by CutterCross » Sat Sep 08, 2018 3:00 am

Mihoshi20 wrote:
Sat Sep 08, 2018 2:56 am
Hmm, thought never even crossed my mind to actually set something else as persistent, like an effect game object and just see what happens. That would make things much easier as then you'd just have to worry about getting the player position and then moving the object to the player and adjusting until it's in the right position. This was really easy to do in flash and game maker studio, but I'm still treading the waters of and poking around in assembly to nail down when I have the free time to play in.
I can confirm I haven't had any issues with setting the Head to PERSISTENT.
Music Man:
The Tower of Turmoil: http://www.nesmakers.com/viewtopic.php?f=12&t=1348
When the Clock Hands Stall: http://www.nesmakers.com/viewtopic.php?f=52&t=2723
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stevenshepherd
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Re: The Tower of Turmoil

Post by stevenshepherd » Sat Sep 08, 2018 3:01 am

Yea this looks great! Better still, it looks like it FEELS good to play. Jump and running physics look awesome
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Mihoshi20
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Re: The Tower of Turmoil

Post by Mihoshi20 » Sat Sep 08, 2018 3:14 am

Yeah, this is going to be a fun one when it comes out. Getting a strong MegaMan/Rockman Zero vibe from it. The first of the MegaMan series I actually liked and played aside from Battle Network. Been excited since I saw the initial sprites and the original PC game was really fun too.
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CutterCross
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Re: The Tower of Turmoil

Post by CutterCross » Sat Sep 08, 2018 4:12 pm

Probably not going to be able to implement this anytime soon, but I thought I'd share it with those who are interested.

I made a special Pause Screen in NESst and imported it into the special screen editor. (Right now it's set as the Win Screen as there's no other special screens we can use yet.)

Image

I'm honestly shocked at how little color clash there is for a character with so many colors.

I'm also planning to have a pointer sprite showing what floor the player's on, showing how much progress they made. It'll be cool to finally implement this when future versions of NESmaker can support dedicated Pause/Menu screens (like in Mystic Searches).
Music Man:
The Tower of Turmoil: http://www.nesmakers.com/viewtopic.php?f=12&t=1348
When the Clock Hands Stall: http://www.nesmakers.com/viewtopic.php?f=52&t=2723
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chronosv2
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Re: The Tower of Turmoil

Post by chronosv2 » Sun Sep 09, 2018 4:13 pm

This is looking absolutely amazing. I look forward to seeing what more you create!
ASM/C# Coder -- Computer + Coffee = Code
ASM Tutorial Series
My NES development projects have, for the time being, stagnated. I apologize for the inconvenience.
timkilgore
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Re: The Tower of Turmoil

Post by timkilgore » Mon Sep 10, 2018 2:19 am

I love the music in this so much!
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drexegar
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Re: The Tower of Turmoil

Post by drexegar » Mon Sep 10, 2018 10:54 pm

Oh man awesome graphics here, hey about the title screen I would recommend removing the dark grey shade color out of the lighter bricks that make the letters, that will make the contrast and the perspective look more dynamic than it is right now.
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