Search found 177 matches

by Bucket Mouse
Sun Dec 02, 2018 8:59 am
Forum: Finished Games
Topic: The Tower of Turmoil
Replies: 40
Views: 1192

Re: The Tower of Turmoil

SPOILER...

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Did you actually rebuild every room in mirror-image, or is there some advanced code trickery here?
by Bucket Mouse
Sun Dec 02, 2018 8:16 am
Forum: Finished Games
Topic: The Tower of Turmoil
Replies: 40
Views: 1192

Re: The Tower of Turmoil

I have to know....if you sacrificed text boxes to make the Pause message, like you said earlier.....how come the boss cutscene has text?

Also, bug: if you die and you replay the cutscene again, the text boxes all repeat twice.
by Bucket Mouse
Thu Nov 08, 2018 9:37 am
Forum: WIP
Topic: Witch City
Replies: 94
Views: 7437

Re: Witch City

I can't get past this room:
Witch City Demo 1-0.png
Witch City Demo 1-0.png (5.66 KiB) Viewed 523 times
The only way to jump on the platform is to jump to the room above it first, and if you do that all the enemies reset, meaning the ones on the platform will always knock you off. I don't get it.
by Bucket Mouse
Thu Nov 08, 2018 4:53 am
Forum: WIP
Topic: Witch City
Replies: 94
Views: 7437

Re: Witch City

When CutterCross says he can't compare to you, that means something. This is the most polished demo we've gotten from anyone yet. You would hardly know this was made with NESMaker -- it feels like something that could've come out back in the day. Can I offer some criticism, though? The music needs i...
by Bucket Mouse
Wed Nov 07, 2018 7:11 am
Forum: NESmaker Help
Topic: Follower NPC
Replies: 2
Views: 708

Re: Follower NPC

Theoretically one of the four available monster slots could be used for this purpose. A new monster AI could be written that always generates the sprite a few steps behind the player sprite. The closest thing to this sort of code is the "Monster moves toward player" AI by MistSonata; see this topic:...
by Bucket Mouse
Mon Nov 05, 2018 2:07 am
Forum: NESmaker Help
Topic: Need coding help with autotext tile
Replies: 8
Views: 871

Re: Need coding help with autotext tile

I could have sworn that triggered had a different layout... I could be mistaken though. Edit: Yeah, I guess the screen nametables aren't changed between versions. Just checked my Desolate Desert ROM and both versions of the screen are the same. But I thought when I stepped on that tile a second tim...
by Bucket Mouse
Sun Nov 04, 2018 9:56 pm
Forum: NESmaker Help
Topic: Need coding help with autotext tile
Replies: 8
Views: 871

Re: Need coding help with autotext tile

You could set the post-trigger version of the screen to not have the tile. I think that's what I did with my use of your original tile in Desolate Desert. How do you do that, exactly? If I put a tile on a screen, or change the property of one by right-clicking, that change stays on both the "Normal...
by Bucket Mouse
Sun Nov 04, 2018 8:28 pm
Forum: NESmaker Help
Topic: Need coding help with autotext tile
Replies: 8
Views: 871

Re: Need coding help with autotext tile

And how is checking the collision data of your tile to check is already triggered, like that: CPX player1_object BNE finishedWithAutoText JSR GetTileAtPosition LDA collisionTable,y ;<<-- check the current tile collision data BEQ finishedWithAutoText ChangeTileAtCollision #$00, underSecret ;<<-- cha...
by Bucket Mouse
Sat Nov 03, 2018 11:48 pm
Forum: NESmaker Help
Topic: Need coding help with autotext tile
Replies: 8
Views: 871

Need coding help with autotext tile

I've been trying to rig my autotext tile so that it doesn't display the text again when a screen trigger is tripped. I used the code they use for detecting triggered screens elsewhere: ;; CHANGE to a "0 - Walkable" special Tile "UnderSecret" LDA screenType ;; divide by 32 LSR LSR LSR ;LSR ;LSR ;;; n...
by Bucket Mouse
Fri Nov 02, 2018 8:18 am
Forum: Code
Topic: Made "CutScenes Introduction Screens" (for between Start Screen and Playable Screens)
Replies: 91
Views: 7191

Re: Made "CutScenes Introduction Screens" (for between Start Screen and Playable Screens)

Good news -- we don't have to push a button to warp screens anymore. LDA warpMap adc #$01 STA temp GoToScreen warpToScreen, temp Inspired by CutterCross' Tower of Turmoil cutscene mechanics, I used this code to make a new tile type. Then I made an invisible enemy called Mr. Warpo and set him on the ...