[4.5] First screen of game goes black

offparkway

Active member
I did, and it's currently at 9.

I tried that too! I thought I was all smart for adding the $, but it made no difference.
 

mouse spirit

Well-known member
Well no youre right, its just # i guess. Im sorry for 4.5 im pretty useless. But i can basically help with basics i guess.
 

offparkway

Active member
ah, bingo! that did it. I was in the middle of typing "it's probably something simple like not using BNE"... lol.

Nice catch. Thanks so much for spending all this time helping me out!
 

mouse spirit

Well-known member
No problem at all. In my code, i needed it to be BNE when i was refering to it. So my bad fersure. Awesome and sure thing.
 

mouse spirit

Well-known member
So now you can do a whole lot with that. Say you have a code that spawns a monster out of a fleshpile. That code takes up a whole monster ai spot. But if you split that code up and say" well on screen five it spawns monster 3 and on screentype 47 it actually spawns racecars"
Without taking up more ai slots. Maybe even with tiles. I use this screentype chexk for alot. I have 1 pickup item but it does different things on different screens. But all in one script and not alot of space.
 

offparkway

Active member
Oh crazy... I have 3 pickup items (need different graphics) and I just added code to the pickup script to check to see which item i'm picking up, and make changes to ammo, health, or lives.

It's gonna take some getting used to, but the more I learn, the more ideas pop up in the brain. I don't know anything about spawning yet. My next task is to get an enemy to shoot. Right now you just try to not get hit by moving enemies, so it would be nice to have the boss shoot something at me, or at least straight. I have the projectile object drawn and ready to go, I just don't know how to get have AI shoot
 

offparkway

Active member
lol, what's hilarious is that I still get a random "G" in the HUD area of my game over screen. There are no tiles drawn there, so that's still a mystery.
 

mouse spirit

Well-known member
Hmm maybe paint over that spot in the screen editor. Like go ahead and put a bush or rock there. See if it still shows up. I understand its the hud but maybe try it
 

offparkway

Active member
I took a random tile and painted over the whole area. Now on the game over screen, it shows all the random tiles I put in, but that G is still there in the middle of them all.

And I just noticed that the G only shows up when I die in the game. If i place my player on the game over screen manually (from the overworld) it's not there.
 

mouse spirit

Well-known member
Could just be a glitch too. I had graphic glitxhes with 4.5. At some point itll be ironed out. Id say leave the g thing for later. If its not halting progress it can be secondary as to not get hung up.
 

offparkway

Active member
So I’m using both HUD types (tile based and sprite based), and finally learned enough about the differences between BNE and BEQ to solve my own “branch out of range” issue. Now my HUD does what I want it to, and the last time I tested it, the G on the game over screen was gone.

No clue whatsoever why it went away, but it seems to be good to go now. Seeing that it was in the usual HUD area, I’m assuming I inadvertently fixed it while getting my HUD to behave.
 

offparkway

Active member
As for the title of this thread, removing one NPC fixed the black screen. That one makes no sense to me, as it’s not an issue for any other screen in the game. AND I always had 2 NPCs on that first screen and it used to run fine.
 
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