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.@SHLIM Thank you! I will try it.
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:
4.5.9 Move Towards Player AI: Improved Version
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
Timer: 1
End action: Repeat
- Action step 1: MoveTowardsPlayer
Timer: 5
End action: Go to first
Seems to work fine for me.
Yeah. I have noticed some weirdness in the metroVania module too.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.
ive made a new one....it works without any issues, ill post it in a moment@SHLIM I've gotten all 4 monsters to work for me. I just depends where on the screen they are placed. Next thing I need is to somehow have the monster have a facing direction to be able to detect from all directions instead of the default idle facing direction.