[4.1] Icarus Sprite HUD [BROKEN!]

chronosv2

New member
After consulting with Josh (the tool developer for NESMaker) he and I have found the problem.
I've been working on it when I've had the chance to over the course of the day.
I'll have a fixed version out as soon as I can.

Thank you very much for your patience, and sorry again for all the difficulty this issue has caused!
 

chronosv2

New member
Okay, the download link is back and everything should now be functional. I've also fixed some critical bugs.
If anyone has any further problems please let me know.
 

Tishero

New member
I am having a problem trying to run the project script.. An error occurred or the script was canceled while processing the item: ModuleScript\HurtWinLoseDeath\HandleHurtMonster.asm.
 

chronosv2

New member
Whoops, sorry for the delay in response -- apparently my subscription to my topic got cancelled.
I've updated the main ZIP with a zipscript that should work -- I regenerated the whole thing from scratch because I'm not sure what exactly I broke, but I can safely assume that after enough manual updates to the file the duct tape broke.
Sorry things keep going wrong.
 

Attachments

  • IcarusHUD_Import.zip
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Mugi

Member
such is the life of a developer.
dont worry about it too much, you're doing a fine job on this!
 

chronosv2

New member
Very glad to be of help. Hopefully the last fix there makes everything functional for everyone.

Also I never went over it, but I've included code for use to enable using the dynamic bar as a Boss HP Bar.
The "HandleHurtMonster.asm" I included actually lets you give a boss the "Target Type" flag in its properties and its HP will be reflected in the bar.
The "BossHPBar_ShowBar.asm" file can be slotted into an AI Action Script, and when set as Action 0 on a boss, it'll cause the bar to appear when the monster loads in.

I've not done up much documentation for those as they were mainly for my demo but they do work if you don't mind re-tooling your bosses a little bit. It'd also be a good idea to make a quick "Jump to Action _" End Trigger to go with the others like "Go to Next Action", etc.
 

Attachments

  • Timer_GoToAction1.zip
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Tishero

New member
That's awesome! I was able to get it to install with no issues. I can't wait to play around with the Boss HP as it will make my game feel a little more complete! You are also doing some amazing work!!
 

Tishero

New member
I just started to play around with this again, but I cannot get the HP to be displayed, only score..
 

chronosv2

New member
Which features are you trying to use?
Here are some things to check:
2019-03-01 08_44_38-NES MAKER 4.1.5 - Version_ 0x159- ___Unsaved Project___.png
These checkboxes set the initial state of the HUD items. If you uncheck "Draw Bar" you need to use a macro to show the bar later in your game.

If you're doing a Boss HP bar, to get it to show up you'll need to move your action steps down 1 and set the first Action Step to be to show the bar.
Unfortunately I couldn't find a better way to make boss HP work.
2019-03-01 08_46_39-Project Settings.png
I've created a script to show the bar as an AI Action and it should be in \GameEngineData\Routines\IcarusHUD\ModuleScripts\AIScripts
You'll also want to use the modified HandleHurtMonster.asm file in \GameEngineData\Routines\IcarusHUD\ModuleScripts\HurtWinLoseDeath -- if a monster has "Target Type" flag checked (I never did figure out what that does) when a monster with that flag dies it re-hides the bar.

Once you've got the script set to an AI Action, though, you can set up your boss to use the Show HP Bar action as Action Step 0 and when the boss spawns in the bar will show.
An example boss I set up (a modification of the shmup boss)
2019-03-01 08_47_42-Monster Animation Info.png2019-03-01 08_48_32-Monster Animation Info.png
If necessary, it's easy enough to make a "Go to Action Step 1" script if you have a multi-Action boss.
 

Tishero

New member
That's awesome with the Boss HP and will be putting it in, but does it work if the boss moves around and shoots? What I am having trouble displaying is the player HP.. The score displays just fine, but the HP doesn't show..
 

chronosv2

New member
Unfortunately you can't have player AND boss HP with the current version of the HUD. As for the HP displaying, is it checked? Also double check your Empty Bar coordinates and screen coordinates.
 

Tishero

New member
I followed the tutorial completely, I even copied what you had for the health and numbers to see how it works. I have Draw Bar, Number, and Icon checked off, The sprite location is 6-13 number icon 6-12 and number 0 7-6. Hud is turned off as well.
 

chronosv2

New member
Oh! Double-check what you have your HP Max set to and make sure that user variable has the same value as your starting HP.
It could not be drawing because your Max HP Variable wasn't set.

If it's not that, then I'm running out of things to check.
At the end of the tutorial this was the state I left things in, counting the updated settings to keep things looking the same as they did:
2019-03-01 22_23_47-NES MAKER 4.1.5 - Version_ 0x159 - IcarusTest.MST.png
 

Tishero

New member
I just figured out what my problem was this entire time... I had a typo.... I am so sorry for any inconvenience I may have caused.. It's working perfectly now and I am happy!
 

chronosv2

New member
No inconvenience at all! I'm glad we worked through the problem.

As someone who spends most of his time coding, I understand how frustrating typos get. I'm just glad that was it.
When a problem comes up with the plugin I start wondering if something's broken. I'm just relieved that's not the case.
 

Tishero

New member
So far I am loving the HUD and it is working great! Is there any way to hide the HUD for Cut Scenes and the Start Screen? I have hide HUD checked off and it still shows up
 

Efoerg

New member
Does this work with 4.1.5 I'm getting an error in nesmaker when I click on the plugin. I don't get the error if I use an older version of nesmaker.
 

chronosv2

New member
Efoerg said:
Does this work with 4.1.5 I'm getting an error in nesmaker when I click on the plugin. I don't get the error if I use an older version of nesmaker.
It's been a very long time since I've worked with NESMaker, so if a new release has broken something I'm not sure what happened.
Is there a specific error you're getting? Usually when there's an error it shows a box with a long blurb of text explaining the error.

Tishero said:
So far I am loving the HUD and it is working great! Is there any way to hide the HUD for Cut Scenes and the Start Screen? I have hide HUD checked off and it still shows up

Sorry I missed your post. This probably isn't too useful anymore but here are the sets of commands used to set/clear the flags to show/hide HUD components. These were originally intended to be macros but without a bunch of user setup they didn't seem to work the way I had attempted implementing them.
Having the "Show HUD" box unchecked should have hidden all the HUD elements, unless I ended up doing something to break it... it's been so long since I've looked at my ASM that I very well may have.

Code:
;Show Sprite Hud
  LDA drawHud
  ORA #ICARUS_DRAW_HUD
  STA drawHud

;Hide Sprite Hud
  LDA drawHud
  AND #ICARUS_HIDE_HUD
  STA drawHud

;Show Sprite Bar
  LDA drawHud
  ORA #ICARUS_DRAW_BAR
  STA drawHud

;Hide Sprite Bar
  LDA drawHud
  AND #ICARUS_HIDE_BAR
  STA drawHud

;Show Sprite Number
  LDA drawHud
  ORA #ICARUS_DRAW_NUM
  STA drawHud

;Hide Sprite Number
  LDA drawHud
  AND #ICARUS_HIDE_BAR
  STA drawHud

;Show Sprite Icon
  LDA drawHud
  ORA #ICARUS_DRAW_ICON
  STA drawHud

;Hide Sprite Icon
  LDA drawHud
  AND #ICARUS_HIDE_ICON
  STA drawHud

As for updates to the plugin/ASM, other projects have come up for me so I've had to back-burner my NES development stuff. I apologize for any inconvenience that has caused.
 
The plug in doesnt work. Is there another file to try? Im using 4.1.5 iv had zero luck with the plug in since this was first released any help would be great
 
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