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.CutterCross wrote: ↑Wed Sep 05, 2018 7:54 pmI 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.Mihoshi20 wrote: ↑Tue Sep 04, 2018 9:03 pmNot 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.
Suprisingly, this method didn't take up much more space than my original tileset. Here's the original for reference:
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!
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.