Untitled Game

Joel

New member
Hello there!

I thought I'd make my first post showing off something I whipped together following those tutorials.
nesgif_by_sinclairstrange-dd0ktor.gif


However as much as NESmaker is super cool, it's extremely buggy? Even following those tutorials, I've been running into a heap ton of problems, I find the "no programming required" a bit of a lie haha. For example the HUD just refuses to work, it just crashes the game on load up. Using the same scripts on the tutorial still allows my player to infinite jump. Also screen transitioning often makes the player warp to a unused room, I'm going to assume the collision is off? (Also this site causes my CPU to spike up, causing a lot of lag even typing out!)

It's a bit of a shame it's rather difficult to use, it's kinda putting me off continuing with using it. Hopefully this is just teething problems that I can get around. Seeing everyone's cool projects does give me hope I can conquer the program :)
 

dale_coop

Moderator
Staff member
Welcome :)
Nice graphics!
For you HUD, I'd suggest to follow the Sprite0 tutorial (you have a problem of sprite 0 that is not set correctly)
For the warps at the wrong places during transitions... yep... there issues about that. Here maybe something
that could help your game:
I think if you close and try again, it will keep that config.
 

Joel

New member
Thanks!
I did look at some of those tutorials but I'm still getting the issue, like the level just get's half written? It's a little weird, although in the end I'd prefer a "sprite hud". I think a lot of my issues might stem down to following tutorials that were made using the older version of this program? I notice a lot of scripts don't seem to match to the ones seen on the videos.

Going to ponder around the forums and see if I can find help, for example I'd rather use that space for "path tiles" for just normal tiles on a stage. I'm sure you can do that, and perhaps use the hud space for extra titles if I decide to go down the sprite route.

That's a shame about room transitions, I guess a metroidvania is out of the question until that's fixed then.
 

dale_coop

Moderator
Staff member
For "the level just get's half written", it's your sprite 0 that is not correctly set.
Again, watch the tutorial video to see how to set it (you have to set it correctly, even if you don't want a HUD).

For the path... Mugi did that for his game.

For the transitions... if you 're doing what is suggested as workaround, you can make your game.

The videos for the current version are here: www.thenew8bitheroes.com
 

Joel

New member
See I've followed that tutorial exactly and still nope. (Assuming it's the understanding sprite zero video.) Sometime it works and sometimes it doesn't. I feel the sprite 0 index numbers are wrong, because 127 doesn't display the bottom corner in the game object. Also transition from bottom/top will just corrupt the hud. Perhaps it's time to just ponder around the forums, sure lots of people have ran into the same issues as me.

Edit: Yes it seems like 127 isn't the bottom corner of the game object, when I moved it to 1, it drew a sprite and everything worked fine.
 

dale_coop

Moderator
Staff member
127 is the last tile of the tileset. Make it a non-transparent color (as explained in the video)
And put it at the bottom right of your HUD area (as explained in the video)
This tile must hit (touch) a non transparent (color 0) background tile (of your HUD or your screen background).
And you will have it fixed... every other posts on the forum will say the same thing ;)
 

Joel

New member
I did all that see, but it still shows up as nothing, even though there is something in that area. It's like 127 doesn't display whats in that corner at all. If I more it to 1, it then displays a sprite.
Edit: So it turns out the value is 95 for the bottom right corner, NOT 127. I think my gameobject bmp is smaller than what's being shown on the tutorials perhaps?
 

Joel

New member
dale_coop said:
Smaller ? Can't be smaller, it has to be 128x64 pixels. Else you will have glitches.

The one I've got (that came with NESmaker) is 128x48
Ah you know what might of happened, it might of rewrote over gameobjects with a background tile object before I started work on it. I did have issues unzipping and getting the graphics to work. As looking at the backdrop bmp, there 48px high, I'm going to assume that was the issue!

EDIT: Oh my, an extra 16px height room is lovely! <3
 

Kasumi

New member
Hey, I've seen you around! Excellent art. I do hope you find a way to get your work in a full NES game somehow, someway, even if not NES Maker.
 

drexegar

Member
Joel said:
I did all that see, but it still shows up as nothing, even though there is something in that area. It's like 127 doesn't display whats in that corner at all. If I more it to 1, it then displays a sprite.
Edit: So it turns out the value is 95 for the bottom right corner, NOT 127. I think my gameobject bmp is smaller than what's being shown on the tutorials perhaps?

Yea joe makes a mistake in the video that thows me off about sprite zero...

1. The first part of sprite zero is on the hud graphics of the lower right corner border" sprite, by default its the 08th tile of your hud graphics. You can change that in your hud options.

2. In your player object graphics is the right lower tile (the 127th tile).

3. Both of these tiles will show up on the screen and need to physically touch each other with a "NON TRANSPARENT COLOR" the tranparent bg color will not register a collision.

So from there you can even make both the sprite 0 (in hud) and the player sprite (main objects) 1 by 1 pixel and as long as they are touching it will work.


Note: if you are using the remove hud option the sprite zero needs to collide with non transparent tile in the background.

Be careful with your bitmaps, main objects suppose to have 128 8x8 sprites. That's 16 x 8 rows, while your hud graphics is 16 x 4 rows.
 

wallmasterr

Active member
this looks realy nice, lol i thought ur infinite jump was a feature. what exactly is broken about the warps, i had a problem but dale sorted me out with a new script.

from dale coop
"I think there is a problem with the Warps... try replacing your WarpToScreen.asm script with this one, to check if it works better (as usual, make a copy of the original script before):"
Code:
; cpx player1_object
; BNE dontDoWarp_tile
; LDA warpMap
; sta currentMap
; clc
; ADC #$01
; STA temp
; GoToScreen warpToScreen, temp

; dontDoWarp_tile

LDA #$00
STA newGameState

 LDA warpMap
 sta currentMap
 clc
 ADC #$01
 STA temp
 GoToScreen warpToScreen, temp, #$02
 LDA #$00
 STA playerToSpawn
 LDX player1_object
 DeactivateCurrentObject
 LDA #$01
 STA loadObjectFlag
 
LDA mapPosX
STA newX
LDA mapPosY
STA newY
 

Joel

New member
Thanks for the help guys, I got the HUD kinda working, it actually just stemmed down to the gameobject bmp being 16px short in height thus when using index 127, there was nothing there, hence why it didn't work. Although the HUD is still giving me some issues by not drawing everything correctly but hey ho, at least it's up there!

The warp issue is more screen transitioning. If you fall down to a bollow screen but hold left/right against a solid block you actually transition to the screen above you instead.
nesos_by_sinclairstrange-dd0nyr8.gif


Also the infinite jumps issue I think is caused by using the "B" button for input instead of "A". If I swapped the buttons around the jump works normally, although I can't seem to edit the jump height which is annoying. (I've watched the tutorial and tried to edit the code but nada. It's all different to the stuff on the video sadly.) I've read is much better jumping scripts on here to use so I might look into that.

Seems a lot of this is kind of buggy but looking around the forums there seems to be a lot of solutions with other people's scripts/code which is nice. Overall it still pretty impressive of what this program can do, but I do feel that tagline is kinda false, some programming knowledge seems to be required haha. (For now.)
 

dale_coop

Moderator
Staff member
Which version of NESMaker are you using ? 4.1.0? 4.1.5?

Two things you could try for your screen transiton issues:

1) You could try this fix: http://nesmakers.com/viewtopic.php?t=1949

2) Also could try making "0 - Null Walkable" the tiles placed at the opposite of your screen exit:

2019-02-25-14-04-35-Untitled-Game-Page-2-NESMakers.png
 
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