2 Players Simple Platformer Game tutorial (2 Players Single Screen module - NESmaker 4.1.5)

dale_coop said:
Your projectile is not set as "player weapon" (or "monster weapon" depending if you want a coop game or a versus game)... but I don't think it's the error here.
How is the crete projectile script you use? Could you share it? Maybe an error in that one?
I found out whats wrong. I set my shoot action to 2 instead of 3. oops. :lol:
 

TolerantX

Active member
I'm looking to make an arcade style 2 player game where you can't go to the next screen by going left and right, except when you go left and right unless there is a solid or barrier you will go to the other side of the screen. how would this work in the two player module? When the players go to the next stage (*by killing all the monsters and warping) I want them to still appear near each other, but when they transition between up/down and left/right sides of screen they should not spawn next to each other. please help. thank you.
 

dale_coop

Moderator
Staff member
TolerantX said:
I'm looking to make an arcade style 2 player game where you can't go to the next screen by going left and right, except when you go left and right unless there is a solid or barrier you will go to the other side of the screen. how would this work in the two player module? When the players go to the next stage (*by killing all the monsters and warping) I want them to still appear near each other, but when they transition between up/down and left/right sides of screen they should not spawn next to each other. please help. thank you.

You could try using the Handle Bounds scripts that are located in the "Basic_NoScroll_TwoPlayers\ModuleScripts\MainScripts\BoundsHandlersSolids\" folder :
2020-01-02-10-01-00-Project-Settings.png


I think I made them for those kind of arcade games...
 

TolerantX

Active member
I removed the Monster Locks and I use that spot in the tile scripts for PrizeBlock.asm but it doesnt seem to be working.
 

dale_coop

Moderator
Staff member
Make sure the constants corresponds to the tile type and object you are using.
If your prize block tile type is « 6 », make sure the COL_INDEX_PRIZE_BLOCK constant value is « 6 ».
And if your prize object is the object 7, the OBJ_PRIZE constant should « 7 ».
All those constants are in the « Project Settings > User constants ».
 

dale_coop

Moderator
Staff member
When prize block is broken/opened, the COL_INDEX_PRIZE_BLOCK_OFF constant value should be « 1 » if you want it to be replaced by a solid collision, « 0 » for a null collision.
And the TILE_INDEX_PRIZE_OFF constant would have to be the tile index (from the big tileset) to use when the prize block is broken/opened.
 

TolerantX

Active member
Thank you for the explanation. Your 2 player modules and core are radical. Thank You for all the help you have provided.
 

TolerantX

Active member
I was wondering how we would make the monsters drop possibly more objects.. like a 4th or 5th or even 6th object option as well. I am looking to have 4 options for drops but if a player is dead it could drop a player resurrect "powerup" object possibly... otherwise it doesnt drop that powerup object.
 

dale_coop

Moderator
Staff member
4 objects would be easy (because NESmaker supports natively 4 pickup objects), just modifying the HandleDrops would do that... but more than 4 would cause issues, slowdowns maybe, also it will required special code in the engine to supports those new pickup objects (assign new PowerUpXX scripts for them).
 

dale_coop

Moderator
Staff member
With the 4.1.5?
Make a screen, place an object that would warp after a timer... hide your player, your hud, ...
That a simple cutscene.. but it's how I do.
 

dale_coop

Moderator
Staff member
I think it you use the "Cutscene Screen" flag for your screens, it will automatically hide the player object.
 

dale_coop

Moderator
Staff member
I checked the code (sorry, I made that long time ago)...
The cutscene flag will set your player into "action step 7", so that state should be an "cutscene" state (or invisible state in your case, so you just need to assign an animation with no graphics, to the Action Step 7 of your Player's object).
 

PBGames

Member
I checked the code (sorry, I made that long time ago)...
The cutscene flag will set your player into "action step 7", so that state should be an "cutscene" state (or invisible state in your case, so you just need to assign an animation with no graphics, to the Action Step 7 of your Player's object).
Great ! Thank you ))
 

dale_coop

Moderator
Staff member
You can NOT use old scripts made for a prior version (4.1.X) to the most recent versions (4.5.X). It would break your nesmaker project and maybe your engine.
 
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