I just noticed something. I don't know if you know about this. But in the Adventure module these actions are mixed up: "Stop Moving" and "Move Towards Player". This can easily be fixed by changing the labels in Project Labels, but it is something to be aware of, as it could cause some confusion.
Thanks! I tried it and it works in the Metroidvania module. But just like in the alternative version, this code refuses to run on some screens or does not work as it should.I haven't worked with the Adventure module much, but I was curious so I tried this. First of all it seems like it's best to replace the default move towards player AI with the improved one from Bucket Mouse:
There exists, in the Adventure Module, a "Move Towards Player" AI that causes monster sprites to move toward your own sprite when you enter a room. However, this script contains no information for the monster to change its facing direction, so unless you designed your monster to make sense from...www.nesmakers.com
Here's what I did:
1. Make a new file (doProximityCheck.asm) and paste the proximity code in there (I put it in the default Subroutines folder).
2. Include the new file in LoadAllSubroutines at the top:
3. Make a new AI and call it CheckProximity.asm. Put this code in there and assign it to a free monster action:
4. Make a monster with two action steps.
- Action step 0: CheckProximity
End action: Repeat
- Action step 1: MoveTowardsPlayer
End action: Go to first
Seems to work fine for me.
ive made a new one....it works without any issues, ill post it in a moment