DanielT1985
Member
How did you fix the scrolling so it makes the character stay in the middle? I tried doing that for my game, but no luck.
Mugi said:scrolling pad values are in user constants
SCROLL_LEFT_PAD
SCROLL_RIGHT_PAD
when adjusting these bear in mind that you have to have ATLEAST the width of your player object between the two margins and NEVER make them overlap, or bad things happen.
the values are pixel values from the left edge of the screen.
0 is left edge, 255 is right edge. 128 is middle.
for example, in my game, the character is 24 pixels wide, and my pad values are 96 and 132. that leaves 14 pixels more than the player's width so 7 pixels per side to move before scroll kicks in. (exact values are determined by the players hitbox, not the sprite so it's a bit off, but you'll get the idea.)
DanielT1985 said:Mugi said:scrolling pad values are in user constants
SCROLL_LEFT_PAD
SCROLL_RIGHT_PAD
when adjusting these bear in mind that you have to have ATLEAST the width of your player object between the two margins and NEVER make them overlap, or bad things happen.
the values are pixel values from the left edge of the screen.
0 is left edge, 255 is right edge. 128 is middle.
for example, in my game, the character is 24 pixels wide, and my pad values are 96 and 132. that leaves 14 pixels more than the player's width so 7 pixels per side to move before scroll kicks in. (exact values are determined by the players hitbox, not the sprite so it's a bit off, but you'll get the idea.)
Oh man, 132 is so much better. Thank you so much for this.
n8bit said:UPDATE!
Here is the latest Doodle Land demo!
Doodle Land demo 71619.zip
A few new features/fixes...
- You can now jump through platforms/ground (press down and A to jump down to platform below)
- New "1up notebooks"
- New "Super Crayons" that grant 10 seconds of invincibility
- 1up for every 100 crayons collected
- New bosses!
- Can no longer pause/move during world intros
- "Pause" now displayed on screen when game is paused
Enjoy!
Looking good so far! Can't wait for the full version!n8bit said:I updated the first post with a new demo. Have fun!
TakuikaNinja said:Looking good so far! Can't wait for the full version!n8bit said:I updated the first post with a new demo. Have fun!
I would recommend adjusting some enemy placements or implementing the sprite-cycling scripts since there's a few spots with noticeable slowdown, though.
(I've noticed you finally sorted out the title music. thx)
You're welcome! Feel free to hit me up when you need me again.n8bit said:FYI, I get a lot of compliments on the music. It turned out great! Thanks again!
jsherman said:I'm supposed to be getting ready for work, but when I saw that this updated demo dropped, I stopped everything so that I could play it. Great work! I played it through to the end, and it was a great improvement. One observation I had, both this demo and your original would occasionally award 1 point instead of 100.
n8bit said:jsherman said:I'm supposed to be getting ready for work, but when I saw that this updated demo dropped, I stopped everything so that I could play it. Great work! I played it through to the end, and it was a great improvement. One observation I had, both this demo and your original would occasionally award 1 point instead of 100.
Hmmm... will have to hunt down the cause of that. Thanks!
jsherman said:n8bit said:jsherman said:I'm supposed to be getting ready for work, but when I saw that this updated demo dropped, I stopped everything so that I could play it. Great work! I played it through to the end, and it was a great improvement. One observation I had, both this demo and your original would occasionally award 1 point instead of 100.
Hmmm... will have to hunt down the cause of that. Thanks!
Looks like the single point happens when Doodle is invincible.
CutterCross said:Had the occasional instance of a collectible not actually collecting, tile glitch due to scrolling, and bouncing off an enemy into a higher screen, but overall very fun and playable
I think the bosses are a little too easy. Could benefit from longer invincibility periods so you don't just keep bouncing on him and killing him in 3 seconds. Also there are some instances where I feel monster blocks are missing where the should be, so enemy behavior can be a little unpredictable whether they're going to turn around or not.
But this is still one of my favorite NESmaker games I've played!