Extra Melee length

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Anthrax101
Posts: 45
Joined: Sat Apr 06, 2019 2:37 pm

Extra Melee length

Post by Anthrax101 » Fri Feb 14, 2020 1:53 am

How do I make the sword in the adventure game module longer than the default length?
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dale_coop
Posts: 4715
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Location: France

Re: Extra Melee length

Post by dale_coop » Fri Feb 14, 2020 3:33 pm

By default, the sprite based sword is one sprite (8pixels)
You could modify the PreDraw script to use 2 sprites...
Or another possibility for an bigger or animated weapon would be to implement the use of an object based object. viewtopic.php?f=35&t=1777
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Sorry about my poor english
All I need: A Damn Fine Cup of Coffee
My games: PRESS START GAME / UNDERGROUND ADVENTURE / UNDERGROUND ADVENTURE (Arcade version - Byte-Off-2019)
Anthrax101
Posts: 45
Joined: Sat Apr 06, 2019 2:37 pm

Re: Extra Melee length

Post by Anthrax101 » Sun Feb 16, 2020 6:34 pm

What do you mean "the PreDraw script"? What is that?
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dale_coop
Posts: 4715
Joined: Fri Feb 16, 2018 7:05 am
Location: France

Re: Extra Melee length

Post by dale_coop » Mon Feb 17, 2020 2:16 pm

The sprite based sword is just a sprite that is drawn next to your player when he’s in attack state (action step 2 or 3 depending of the module used).
The « PreDraw » script is the script that draws that sprite. And another script (handle sprite weapon) is in charge for dealing with the collision.
If you are using the sprite sword (by défaut in NESMaker 4.1) and you want a bigger weapon you’ll have to write custom code in those scripts...

An easier way would be to use an object melee instead of the default sprite based one.
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Sorry about my poor english
All I need: A Damn Fine Cup of Coffee
My games: PRESS START GAME / UNDERGROUND ADVENTURE / UNDERGROUND ADVENTURE (Arcade version - Byte-Off-2019)
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