[4.5.9] Hud from "HUD & Boxes" not showing up

Brossentia

Member
Hello! I likely missed something in the tutorials; right now, I'm creating a HUD for my game, but it's not showing up. Instead, it's displaying the HUD that was used for the metroidvania tutorial (displaying health and ammo).

Is there a way to deactivate the tutorial-style HUD and use the one from "HUD & Boxes"?

Thanks for the help! Things are coming along well; hoping to have a demo out in June.
 

dale_coop

Moderator
Staff member
In NESmaker 4.5, all modules with scrolling don’t use the tile-based HUD, but a sprite-based HUD drawn via script. You’ll need to adapt that script to your needs, as explained in the tutorials.
 

dale_coop

Moderator
Staff member
Some members tried to implement the tile-based HUD for scrolling modules, here's the topic:
 

Brossentia

Member
Thank you for the info, dale! The reason I ask is because with a side-scrolling platformer, we're trying to crank up the speed as much as possible. Having a mostly static HUD about 3 tiles high frees up a lot of time for updating background tiles. Of course, that doesn't account for updating score/health/etc., so it could leave me with the same issue.

I'll check out what some of the people have been working on. Again, thanks!

EDIT: Currently, I just have black for all the top 3 tiles. This speeds up loading enough since the system doesn't need to update those tiles. Doesn't look fancy, though, so I'm looking into options.
 

dale_coop

Moderator
Staff member
Thank you for the info, dale! The reason I ask is because with a side-scrolling platformer, we're trying to crank up the speed as much as possible. Having a mostly static HUD about 3 tiles high frees up a lot of time for updating background tiles. Of course, that doesn't account for updating score/health/etc., so it could leave me with the same issue.

I'll check out what some of the people have been working on. Again, thanks!

EDIT: Currently, I just have black for all the top 3 tiles. This speeds up loading enough since the system doesn't need to update those tiles. Doesn't look fancy, though, so I'm looking into options.
but the tile based hud have been removed on the scrolling modules because it was extremely laggy. Because it uses a sprite0 technics to split the screen and that uses a lot of CPU.
so, if you want to reduce the slowdown, you definitely don't want to use a tile based hud... but will have to keep using the sprite based one.
 

Brossentia

Member
but the tile based hud have been removed on the scrolling modules because it was extremely laggy. Because it uses a sprite0 technics to split the screen and that uses a lot of CPU.
so, if you want to reduce the slowdown, you definitely don't want to use a tile based hud... but will have to keep using the sprite based one.
That makes sense, though I wonder why that's the case. Many older NES games like Mario 3 and Darkman have static HUDs, and I believe those help it so the game can scroll as fast as it does - it's fewer tiles to update per frame. If there's a way to make a HUD that updates similar to those where they update during background updates, we'd be in business here.

Either way, I'll play with options to see what feels best. Depending on time, I may look into ways to make a static HUD work efficiently enough for a platformer.
 
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