Dimension Drive (working title)

Mugi

Member
stevenshepherd said:
Looks like it feels really good and the graphics are real nice!

thanks! i linked a rom few posts earlier if you wish to try it, it's not much but there's a couple rooms and you can jump around testing the physics with it if you're interested of testing out how the controls actually feel.
(that rom doesnt have hurt or HUD implemented and the monsters cant harm you anyway.)

edit:
i finished all the animations for the player now that i can do prior to 4.1.0 coming out (i will rework attack completely so it's missing for now, and wall hanging tile is not done so animations for that are missing.)

death animation is now done (along with a slight delay to not just instantly throw you to restart once yourt HP goes to 0)

here's the current rom for physics and animation testing, let me know if you run into some issues with it (some animations might still glitch with buffering inputs, they're kinda hard to reliably fix.) but overall im starting to be really happy how the player handles now.

http://dev9.blacklabel-translations.com/scrn/dd/deathanimations.nes

here's a tiny vid:

https://youtu.be/GO_8aRLf6fQ

(man how much do i hate that the vids just make the player invisible since half of the frames are missing :p)
 

Mugi

Member
okay so i just cant seem to stop with the engine side (here's to hoping i dont have to rewrite all of this once the new version arrives.)

so far;
- i finally got melee attack to work and track the player in air
- instead of spending one of the limited action states for the player to crouch, im making it to be dealt with animations instead, freeing up another action state for something else.

so what's done for the protagonist now is;

- main physics (speed, movement, hitboxes)
- (animated) idle, run, jump, crouch, normal attack, jump attack, crouch attack, hurt, death
- input checks have been implemented to prevent hurt+attack / crouch+move and a wide variety of animation issues resulting from input buffering, it's starting to look really good so far as far as the main functionality goes.

what i still have to do is redo the player sprite for all the animations, replace hurt flicker with a palette rotation, break the limitation of 2 palettes per player / monster and have them share the 4 palettes for some extra variety.

i've managed to get 3 monsters with a different palette to work, but that required some external hacking of certain files to pull off and it's not really ideal, i'll rather do it from the sourcecode instead. Just have to figure out where's that stuff happening first. Could be used for making the final rom and it would work just fine, but bleh, what's the point of the sourcecode if you have to hack it together ? :p

still not much progress on graphics, sorry....

for the curious people, i will share my varied scripts once i have the player stuff done. I'd like to think that my game's playerhandling is slightly more suitable for a platformer than what platformula provides, though of course, these things vary between games people make and personal preferences, so i'll refrain from saying they are in any way better.
 

dale_coop

Moderator
Staff member
Mugi said:
okay so i just cant seem to stop with the engine side (here's to hoping i dont have to rewrite all of this once the new version arrives.)

so far;
- i finally got melee attack to work and track the player in air
- instead of spending one of the limited action states for the player to crouch, im making it to be dealt with animations instead, freeing up another action state for something else.

so what's done for the protagonist now is;

- main physics (speed, movement, hitboxes)
- (animated) idle, run, jump, crouch, normal attack, jump attack, crouch attack, hurt, death
- input checks have been implemented to prevent hurt+attack / crouch+move and a wide variety of animation issues resulting from input buffering, it's starting to look really good so far as far as the main functionality goes.

what i still have to do is redo the player sprite for all the animations, replace hurt flicker with a palette rotation, break the limitation of 2 palettes per player / monster and have them share the 4 palettes for some extra variety.

i've managed to get 3 monsters with a different palette to work, but that required some external hacking of certain files to pull off and it's not really ideal, i'll rather do it from the sourcecode instead. Just have to figure out where's that stuff happening first. Could be used for making the final rom and it would work just fine, but bleh, what's the point of the sourcecode if you have to hack it together ? :p

still not much progress on graphics, sorry....

for the curious people, i will share my varied scripts once i have the player stuff done. I'd like to think that my game's playerhandling is slightly more suitable for a platformer than what platformula provides, though of course, these things vary between games people make and personal preferences, so i'll refrain from saying they are in any way better.

The 4.1 code engin will be different. Depending of the modifications you made... you might have to do it again, or not, if the physics engine is very different :p
But it's a good practice...
Congrats, you did a good job. I am a big fan!
Hope you will continue to share your custom scripts
 

Mugi

Member
i will once i get them in a properly working state.
no point really sharing anything now since it's just a cluttered mess.

a lot of what i did has to do with input scripts, so those propably can be imported just fine anyway, and i doubt tiletypes bring much issues either really. we'll see
speaking of which, i made a low gravity tile. not really sure what to use it for, but it's kinda fun. (holding up will decrease your falling speed)

https://youtu.be/6Jtx4cHZNls

still havent figured out how to disable gravity to make it "stick" to the wall but oh well, i'll get there eventually.

the wall grab tile is a bit more complicated to create than i thought it would be.
there's all sorts of little things i will have to take in consideration for that.

for starters, it has to only cling to the wall if it's falling down, and moving will have to be disabled when "stuck" on it. Then you will still have to be able to punch things, and be able to jump from it, so it will only have to activate if you're falling, and holding up on the d-pad.

first i'll just have to figure out why the "ignore gravity" is not working.
I created an action state for "hang on the wall" and set ignore gravity for it, but that does nothing. A little further testing revealed that setting flags like "ignore gravity" do work, but only for action state 0. Setting them for any other action state have no effect on the game :(
 

Mugi

Member
well, until i manage to get 4.1.0 to play along, the whole thing is completely in ice for now.
i have no idea what happened with input handling between the last version but scripting state checks to prevent animation glitching on input buffering cant be done anymore on 4.1.0 so everything is like.... broken now.
after almost 6 hours of fighting, i dont even have working movement yet, not to even mention physics. I'm like, frustrated beyond comprehension at this point.
 
Mugi said:
well, until i manage to get 4.1.0 to play along, the whole thing is completely in ice for now.
i have no idea what happened with input handling between the last version but scripting state checks to prevent animation glitching on input buffering cant be done anymore on 4.1.0 so everything is like.... broken now.
after almost 6 hours of fighting, i dont even have working movement yet, not to even mention physics. I'm like, frustrated beyond comprehension at this point.
They may fix your issue with the during they're doing right now.
 

Mugi

Member
i doubt it, since it doesnt really have much to do with nesmaker's UI.
and i dont think it's a bug anyway, but im just too retarded to see what's going on here. Basically everything else for the basic movement now works, except for the fact that you cant prevent jump animation from staying there until it's animation timer goes off, or you let go of the direction keys, and i have no idea why. It's almost midnight now and i've literally spent ALL my time from ever since i downloaded 4.1.0 trying to get this one animation to work.
if i dont get it tomorrow, im done with nesmaker to be honest. for a program that advertises itself as "no coding required" this requires way too much coding for such a simple task. Especially considering that i had a fully functional code for this already, which for god knows what reason is not functioning anymore.
 

Mugi

Member
the problem is that it has to work like it worked on 4.0.11, so that it stays looping until you touch ground, because the duration of jumps is variable.
as it currently is, if you set the timer to a value from the action state page, it will stay in jump until that timer is done, or until you let go of the direction key. (if you set the animation end action to loop, it will stay in the jump state forever.)
only jump does this though, any other animation i have triggers just fine, it's just jump that doesnt. it doesnt trigger if you walk off a ledge unless you let go of the dpad, and it doesnt change to run when you land and start running until you let go of the dpad et cetera et cetera.

i've tried to implement checks for physics to see if object is in the air or if it's walking or in the ground or if buttons are held down or anything else i could think of. nothing affects it EXCEPT the stupid animation timer in the action details page.
 

Mugi

Member
obviously that was the first thing i tried. they dont work on 4.1.0
you can move et cetera with them just fine, but the checks i have in my inputs from 4.0.11 for animation glitch prevention do nothing on 4.1.0
 

Mugi

Member
Okay that was rather infuriating night of crashcoursing assembly.....

i had to go through half of the collision and physics to figure things out but now i have functioning jump and walk along with adjusted physics to get back the "tight" jumps and slightly more aggressive gravity.
still have to work through the hardcoded "go to animation state 05 when pressing down" (i have a special function for that for later), fix the fact that jump animation doesn't trigger when walking off a ledge scratch that, it's fixed now, recreate attack / crouch and write prevention for hurt+attack and crouch+move. Also have to redo bouncy recoil, but hey, now it's on 4.1.0! hooray!!


(plz send me coffee, im dying)
 

Mugi

Member
slowly getting back to where i was with DD here :)

here's a (incredibly buggy) 2-way scrolling with sprite HUD !

https://www.youtube.com/watch?v=V1cc1yXip3s

the HUD should be working with scrolling just fine, though i will have to test it a little more once i implement damage, monsters and attacking.
as for the scrolling, it scrolls, but collision table updates are allover the place, switching direction midscreen practically tilts everything, and there's an issue coming from the defined "HUD area" of the default hud.
I will have to again look into stripping off the original HUD code completely.
 

Mihoshi20

Member
Mugi said:
slowly getting back to where i was with DD here :)

here's a (incredibly buggy) 2-way scrolling with sprite HUD !

the HUD should be working with scrolling just fine, though i will have to test it a little more once i implement damage, monsters and attacking.
as for the scrolling, it scrolls, but collision table updates are allover the place, switching direction midscreen practically tilts everything, and there's an issue coming from the defined "HUD area" of the default hud.
I will have to again look into stripping off the original HUD code completely.

Very very cool and very impressive visual style. The colors and visual design remind me a lot of a game you'd see on the MegaDrive/Genesis or the TG-16/PCE.
 

Mugi

Member
it's coming along i suppose :p
though i jsut raninto an issue with the HUD, that it doesnt properly update on death (not sure if that has anything to do with not setting up lives or whatnot.)
it works but once you reach 0 HP and die, game restarts and you stay at 0 HP x.x
 

Mihoshi20

Member
Mugi said:
it's coming along i suppose :p
though i jsut raninto an issue with the HUD, that it doesnt properly update on death (not sure if that has anything to do with not setting up lives or whatnot.)
it works but once you reach 0 HP and die, game restarts and you stay at 0 HP x.x

Reminds me of an issue I had in 4.0.6 where the life bar wouldn't update correctly, if you died and reappeared at a checkpoint it would still show you at 0 health until hit again, then it would update normally.
 

Mugi

Member
could be the same thing maybe ?
my hud uses the myHealth variable just like the normal hud does. Though mine doesnt seem to return to a functioning state at all, it styed at 0 until i reset the emulator.
did you ever get that fixed ?

edit: scratch that, I just took a look at it and it was pretty simple to fix. Now i have an actually working hud that does update even after death.

https://youtu.be/zFi7BqGnlOM
please ignore the recoil, i was messing with the physics but it's not really gone anywhere yet, looks and handles really terrible at the moment.

(you can also see the movement fixes here, namely, switch to jump animation when walking off a ledge.)
 

Mugi

Member
Okay, now i have a (still pretty bad) bouncy recoil!!
i will totally have to rewrite how it handles and how the bounce force is calculated, but it works, now it's time to get back to the level stuff for real (i think basic physics are now functioning.)

https://youtu.be/SIoBf-ycQHQ
 
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