Search found 164 matches

by Bucket Mouse
Sun Oct 14, 2018 4:12 am
Forum: WIP
Topic: The Tower of Turmoil
Replies: 80
Views: 2942

Re: The Tower of Turmoil

Whoa! What are your secrets?
by Bucket Mouse
Sun Oct 14, 2018 4:10 am
Forum: Code
Topic: Made "CutScenes Introduction Screens" (for between Start Screen and Playable Screens)
Replies: 80
Views: 2508

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

CutterCross wrote:
Sat Oct 13, 2018 9:43 pm
I might as well share this here: https://www.youtube.com/watch?v=O0J44fdQCFU&t=3s

I managed to make a Ninja Gaiden style opening for my NESmaker project, so it IS doable, and actually a lot simpler than your cutscene system!
Oh wow! I'd love to know how that was done!
by Bucket Mouse
Sun Oct 14, 2018 4:08 am
Forum: NESmaker Help
Topic: Where is coding for end of text actions at?
Replies: 2
Views: 79

Re: Where is coding for end of text actions at?

Remember my topic from back when I was trying to find that myself? My theory was that the variable was STRINGEND, but I can't be sure.
by Bucket Mouse
Sat Oct 13, 2018 6:31 am
Forum: Code
Topic: Modified Autotext Tile
Replies: 15
Views: 459

Re: Modified Autotext Tile

We need more info.. I figure you must have missed a step but I don't know which one.
by Bucket Mouse
Tue Oct 09, 2018 1:11 am
Forum: Finished Games
Topic: The Patently Obvious (K)nockoff Game (or P.O.N.G. for short)
Replies: 8
Views: 179

Re: The Patently Obvious (K)nockoff Game (or P.O.N.G. for short)

You think it's possible to make a bouncing ball like that in NESMaker? I think so...if you set the ball as a monster and used a custom script to set its AI. How hard was it to make the ball physics here?
by Bucket Mouse
Tue Oct 09, 2018 1:09 am
Forum: NESmaker Help
Topic: How do you make a wall that disappears when the screen is triggered?
Replies: 3
Views: 59

Re: How do you make a wall that disappears when the screen is triggered?

The trigger is set from a dialogue box on another screen. After the text appears, the trigger is set.

I'm not sure what you mean by "unique value." The trigger applies to the next two screens, so in that sense, it wouldn't be unique (to just one of them).
by Bucket Mouse
Mon Oct 08, 2018 6:33 am
Forum: NESmaker Help
Topic: How do you make a wall that disappears when the screen is triggered?
Replies: 3
Views: 59

How do you make a wall that disappears when the screen is triggered?

I wouldn't be asking if Monster Lock worked. It doesn't. Whenever I use it, both blocks are walk-through whether the trigger is active or not....also, one of the blocks has garbled graphics. This problem existed on the Adventure tutorial video, but I thought Joe kept the fixes he made in the final c...
by Bucket Mouse
Mon Oct 01, 2018 8:54 am
Forum: Code
Topic: Extended Text Mode
Replies: 4
Views: 260

Re: Extended Text Mode

Yeah, I found Stringend occurs in three more ASM files. SystemVariables.asm (which establishes the memory size for it as one byte), Macros.asm (in a macro for drawing a text box), and HandleHudData (which is for HUD text). Macros has the answer. As far as I can tell, DrawText calls the macro every t...
by Bucket Mouse
Mon Oct 01, 2018 6:06 am
Forum: Code
Topic: Modified Autotext Tile
Replies: 15
Views: 459

Re: Modified Autotext Tile

I'm on 4.0.6. What has to be changed specifically in the later build, and why?

(I'll probably be asking this again later this week when the next build hits...)
by Bucket Mouse
Thu Sep 20, 2018 9:01 pm
Forum: WIP
Topic: OmegaDriver (temporary name)
Replies: 35
Views: 1237

Re: OmegaDriver (temporary name)

Regarding the disappearing sprites....there's a way to add flicker to the game, though I haven't tried it out myself yet:

viewtopic.php?f=3&t=654