Search found 458 matches

by Bucket Mouse
Fri Oct 23, 2020 8:36 am
Forum: Ask For Help
Topic: Pallette shifting bug
Replies: 0
Views: 2

Pallette shifting bug

Trying to fix a big with textboxes on pallette shifting screens. I've written a routine that freezes pallette shifting while text is active -- otherwise it skips letters for some reason. The problem is, when I turn off the flag at the end of the doDrawText routine (which, as far as I can tell, is af...
by Bucket Mouse
Mon Oct 12, 2020 9:39 am
Forum: Community Tutorials
Topic: 4.5.6 - Fun With Bank Switching
Replies: 2
Views: 80

4.5.6 - Fun With Bank Switching

In version 4.1 I had a game fill up the bank for monster AI before I got close with anything else. So with 4.5.6 I'm trying to think of a way that I could possibly store action step data in a separate bank if it came to it. In version 4.5.6, AI data is stored in bank 1C. I made a copy of my NESMaker...
by Bucket Mouse
Mon Oct 05, 2020 9:53 am
Forum: Ask For Help
Topic: [Solved] Death Animations (4.5)
Replies: 22
Views: 894

Re: [Solved] Death Animations (4.5)

I'll test it more when I wake up tomorrow, but in order for it to work in the Adventure module I have to work around the Recoil script which is in the middle of it: TXA PHA STA temp +dontSkipHurtingThisObject: ;;;;;;;;;;;;;;;;;; Here, we need to determine the direction. ;;;;;;;;;;;;;;;;;; To do that...
by Bucket Mouse
Mon Oct 05, 2020 8:22 am
Forum: Ask For Help
Topic: [Solved] Death Animations (4.5)
Replies: 22
Views: 894

Re: [Solved] Death Animations (4.5)

Nope, didn't work for me. I knew how to modify it for the Adventure module but it still didn't work.
by Bucket Mouse
Mon Oct 05, 2020 7:19 am
Forum: Ask For Help
Topic: [Solved] Death Animations (4.5)
Replies: 22
Views: 894

Re: [Solved] Death Animations (4.5)

Good news -- I discovered the right variable. It's object_type. But bad news as well -- I've found another bug and it makes no sense at all. I can only respawn the same sprite in a different Action State if its hit points are 1 or 0. If the monster takes multiple hits to kill, I instead have to make...
by Bucket Mouse
Mon Oct 05, 2020 4:08 am
Forum: Ask For Help
Topic: [Solved] Death Animations (4.5)
Replies: 22
Views: 894

Re: [Solved] Death Animations (4.5)

Davey's code requires destroying the monster, then loading another monster for the sole purpose of playing an exploding animation -- which means you have one less monster to work with on that screen. Although it might be possible to reload the same monster, just in Action Step 6. So I tried to do ju...
by Bucket Mouse
Mon Oct 05, 2020 3:17 am
Forum: Ask For Help
Topic: 4.5 Monster Recoil Problems in Adventure Module and Possibly Others (FIXED)
Replies: 2
Views: 159

Re: 4.5 Monster Recoil Problems in Adventure Module and Possibly Others

For me, dummying out that Skip Physics line didn't change anything at all -- there was no recoil whatsoever.
by Bucket Mouse
Mon Oct 05, 2020 2:39 am
Forum: Ask For Help
Topic: [Solved] Death Animations (4.5)
Replies: 22
Views: 894

Re: [Solved] Death Animations (4.5)

The title is wrong, this is not solved -- we don't have a solution for enemy death animations either. I think I'm on the right track but it's not working. This is my altered code in doHandleHurtMonster for the monster switching to its hurt animation. If Object_health,x equals zero, it moves to destr...
by Bucket Mouse
Mon Oct 05, 2020 2:18 am
Forum: Ask For Help
Topic: StopMoving Only Works With Random Movement
Replies: 1
Views: 193

StopMoving Only Works With Random Movement

When a monster gets hurt, they're supposed to stop moving. I have a monster set to follow the player and it won't stop moving when it gets attacked, even though I clearly have it set up that way. When I change the AI to Random Movement, the monster obeys the "stop moving" command. But not with the o...
by Bucket Mouse
Sun Oct 04, 2020 2:23 am
Forum: Community Tutorials
Topic: Improved Hurt / Recoil System
Replies: 3
Views: 151

Re: Improved Hurt / Recoil System

I hate to bring this up Bucket Mouse, but you didn't need to change all the code references to action 6. You could've kept them as action 7, set action 7's end action to "GoToPrevious", then made action 6's end action "GoToFirst". In essence, just swap the 2 states around... it doesn't have to go 6...