Left/Right Projectile Acting Strange w/Two Monsters Onscreen [4.5.9]

Sukotto42

Member
Here's as much information I have so far, as I haven't been able to figure this out since I started working on this, and would love to come up with a solution.

Sorry for lack of sound, I keep forgetting to make sure that's coming through in OBS. Not important here, though.

The projectile fires just fine in all four directions with either zero, or one monster onscreen.
Up/down projectile fires just fine with two monsters onscreen.

the big problem:
With *more than one* monster onscreen, left/right projectile causes all sorts of strange weapon positioning issues, as if adding some sort of cascading values to its position. Basically, after firing a couple shots left/right while 2 monsters are onscreen, i can melee myself to death! lol. Also kept jamming A at one point when it was sloppy and NPC text popped up! If I bash one of them to death with melee, and then proceed to use projectile left/right, it acts fine. All sorts of strange behavior can occur, including even warping out.

I am not sure where this issue is occurring. I have added drawOrder stuff from the advanced brawlerbase tutorial, as my character is 4x2 and needs to give some semblance of depth with other sprites. I basically put that in right at the beginning. I have had this issue since before I added other functionalities, but I haven't pulled out the drawOrder stuff to rule it out. I have done several things to otherwise perfect the projectile script, but this has been happening with it just like this since the very early stages, and I just can't figure it out.
 
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Sukotto42

Member
Still haven’t made any progress with this. Anyone have any insight? It’s basically stalled my progress with the game.
 
My advice would be is to backup your current game that you made so far. Then try to remake your game from scatch. This time really going over and double checking the tutorials again. To check if you have implemented everything properly and really keep track of when your weapon works on screen. When it doesn't, after implementing another process to debug your game. Writing everything down and keep a record of what your doing.
It worked for me because at the time I was trying to make the Brawler game. But when I made it, I found out that everytime the badguy would hit the player/Or when I hit the badguy. It's been a long time since I made the mistake. He would respawn himself over and over again. It wasn't until I remade the game that I found out. That if I saved it too many times for the badguy using the inbuilt save function. Nesmaker would change the i.d's for the characters in game and it messed up a create object script. I only found that out by remaking my game and I also at the same time accidentally found a way to respawn badguys too on screen. I hope this helps narrow down your problem you have.
 
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Sukotto42

Member
My advice would be is to backup your current game that you made so far. Then try to remake your game from scatch. This time really going over and double checking the tutorials again. To check if you have implemented everything properly and really keep track of when your weapon works on screen. When it doesn't, after implementing another process to debug your game. Writing everydown and keep a record of what your doing.
It worked for me because at the time I was trying to make the Brawler game. But when I made it, I found out that everytime the badguy would hit the player he would respawn himself. Over and over again, it wasn't until I remade the game that I found out. That if I saved it too many times for the badguy using the inbuilt save function. Nesmaker would change the id's for the characters in game and it messed up a script. I only found that out by remaking my game and I also at the same time accidentally found a way to respawn badguys too on screen. I hope this helps narrow down your problem you have.
I do also have another issue where it appears to be changing a monster object’s ID, as I am trying to have different monster death animation. One of them works fine, but when checking the ID of one of them, it responds only to #$12 when it should be responding to #$11 and I can’t trace why. You said it was tied to saving too much? Saving the project, or saving in game?

This is pretty solid advice overall. I hadn’t really thought of just...trying over again.
 

Sukotto42

Member
Yes, #$10 is a completely different monster object. #$11 is the monster I’m trying to make the death for, and #$12 is it’s death animation. It only “works” if I check for #$12, but the death animation is still in #$12. if I create object #$12 it just immediately creates another fresh monster on the spot, which should have been what #$11 would do. Trying #$13, as it should, creates garbage.

The other monster, at #$14, with death in #$15, works perfectly. I have to check which monster object it is because the different monsters would have different death animations, ideally. Switching to death animation generically worked before adding the check, but I can’t imagine why a 1 would be added to the first check, and not the other.
Another one of those potential “start over” signs.
 
Hi Sukotto42, The problem I ran into was saving the project. But it's not from File, menu, then save, no. It was by using the inbuilt save function. When anyone creates a player or monster object. There is a save button next to the name bar field. When creating game objects/monsters. I found out that when the user presses that save button just the once. Nesmaker assigns that object a number i.d. But what I didn't know at the time was. If the user presses it more than once. Nesmaker changes the i.d number for that object and assigns it another number. Which ruined a script that I needed for the Brawler game. Because for that tutorial it assumes that a particular object has a certain number and because it had been given to my badguy object instead. It started to create the badguy object on screen everytime I hit him. So from everything you have said and from my experience of using Nesmaker. Even though there are different processes to do different things in your game. They sometimes are not designed to be used together. That's why they break, you even said the bug started happening very early in designing your game. This may be because you accidentally did something wrong or simply. The two different processes you have tried to implement together from how many different tutorials you have watched?
Don't work together properly, this doesn't mean they can't work together? It just means you may have to change the code in order. For what you are trying to do to properly work together. So my suggestion for you would be:

1) Backup your original game so you don't lose your file.
2) Create a new game from scratch.
3) Start to implement what you are trying to do, one step at a time this time around.
4) Write it down, keep a log in a notebook of what you have done.
5) Check to make sure what you have done is correct? (Your Last Step) By checking back with the tutorials.
6) Then after you have successfully complete a step of your game. Playtest it!
7) Make sure what is being displayed on screen, is what you are hoping for?
8) Then repeat. Follow steps 3 to 7 again.

Keep programming in these sort of baby steps and if you keep on playtesting your game each time after a step? You should find a moment when your weapon works correctly and at what stage of the development process it starts to break. Because at that point you have written everything down. Just come back to this forum and you can ask a more of a direct question for that particular problem. Then someone may have a more of a direct answer and solution for you to fix your game. It seems that at the moment you are too far into your game and it's become. What actually what happened to Joe it's become a rat's nest of sort's., That's why it would be good for you to go back to the very beginning and start to break your game down. So that when you do know how to fix your game? You can just jump back to the original game and fix it!

I hope this helps.
 
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Sukotto42

Member
Whoa, that’s crazy that it assigns a new ID when you hit Save. I did not realize that! I mean, how would I ever independently have realized that? Dang. Definitely the root cause of the monster object issue I’m having.

This all certainly helps. Thinking of it in this fashion will help me keep things more organized going forward as well. I appreciate all the insight!
 
Whoa, that’s crazy that it assigns a new ID when you hit Save. I did not realize that! I mean, how would I ever independently have realized that? Dang. Definitely the root cause of the monster object issue I’m having.

This all certainly helps. Thinking of it in this fashion will help me keep things more organized going forward as well. I appreciate all the insight!
Your welcome! Just glad I could help in some way. You are now well on your way, to zero in on your bugs in your game and to find out what processes are conflicting with what other processes you have?
 
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Just a bonus tip! Watch the Brawler Intermediate Tutorial. From The Learn page of (thenew8bitheroes.com). Start watching from time stamp between (51.30 to 54.00). Joe explans in relation to the Brawler mod pack:

1) How to create game objects.
2) Brief explanation about A.I and there creation of game object's.
3) (This is what you need!) He talk's about how Nesmaker assigns i.d's to game objects and what game object slot. You need to save it too, to get given a particular i.d number by Nesmaker.

Please remember he is talking about all of this stuff in relation to the Brawler game mod he is using and it's a very brief explanation he gives. But it's all there though on the video. Any questions about this topic? Please let me know, thanks.
 

Sukotto42

Member
It's been a while since I opened this project up. Honestly, the advice to just start from scratch completely stalled me for months. I just didn't have the time to even think about starting over.

Today I finally opened it up again, and within an hour or so have already fixed the separate monster death animations, as well as separate drop tables for them.

I'm still unsure what is causing horizontal positioning changes in my projectile - it's only happening when more than one monster object is onscreen. If I can just unlock the secret to this issue, it will open me back up fully to working on this project again!
 
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