Search found 208 matches

by Bucket Mouse
Wed Feb 20, 2019 7:37 pm
Forum: Scripts
Topic: Countdown Timer WORKING
Replies: 24
Views: 494

Re: Countdown Timer WORKING

Okay, that stops the timer during the text.....but it's still going during Victory. I don't know why FF is what we're comparing player1 to...what does FF represent? If it's checking to see if the player isn't there, shouldn't the number be 00 instead? Of course, that doesn't work either. The player...
by Bucket Mouse
Tue Feb 19, 2019 10:09 pm
Forum: Scripts
Topic: Countdown Timer WORKING
Replies: 24
Views: 494

Re: Countdown Timer WORKING

Okay, that stops the timer during the text.....but it's still going during Victory. I don't know why FF is what we're comparing player1 to...what does FF represent?

If it's checking to see if the player isn't there, shouldn't the number be 00 instead? Of course, that doesn't work either.
by Bucket Mouse
Tue Feb 19, 2019 9:37 am
Forum: Scripts
Topic: Countdown Timer WORKING
Replies: 24
Views: 494

Re: Countdown Timer WORKING

Yep exactly... on the OP the script was for 60 seconds ;) Here's a new bug...the timer just keeps going no matter what happens, even when a text box is on screen, or the sprite is doing its victory animation. Imagine beating a screen only to have the time run out while the animation is playing, cau...
by Bucket Mouse
Mon Feb 18, 2019 10:34 am
Forum: Scripts
Topic: Countdown Timer WORKING
Replies: 24
Views: 494

Re: Countdown Timer WORKING

And (here might be your current issue) don't forget the Step 3 on the original post (to reset 60 seconds to your timer when a screen is loaded). You were correct.....I forgot that third step. Now there are no issues....except for the fact that Step 3 actually overwrites the value you set in the HUD...
by Bucket Mouse
Sun Feb 17, 2019 11:35 pm
Forum: Scripts
Topic: Countdown Timer WORKING
Replies: 24
Views: 494

Re: Countdown Timer WORKING

Hey everyone, This is the updated and fully working version of the script needed to make a mario style countdown timer in your HUD that ticks once a second (or whatever rate you want it to), spawns the PlayerDeath object instead of simply resetting the game, AND resets inbetween screens. This code ...
by Bucket Mouse
Sun Feb 17, 2019 10:50 pm
Forum: Ask For Help
Topic: Problems with adding a Lives counter to the HUD
Replies: 8
Views: 87

Re: Problems with adding a Lives counter to the HUD

And uncomment the line JSR DeactivateAllObjects in the PlayerLoseLife.asm script. MyLivesworks now! But....the score is still messed up. If I lose a life, when the screen reloads there is a blank gap between the Tens and Ones place in the Score. So if I score ten points, the score changes from 1 3 ...
by Bucket Mouse
Fri Feb 15, 2019 7:10 am
Forum: Ask For Help
Topic: Making "HandleTextBox.asm" work for both in game and cutscene text
Replies: 25
Views: 295

Re: Making "HandleTextBox.asm" work for both in game and cutscene text

Let me know if this works for you because I handled things a bit differently back on version 4.0.6. I was the first to get a cutscene out there, thanks to a custom flag called "Cutscene Screen" that would turn the HUD off and disable user input with the exception of button A. The player sprite loade...
by Bucket Mouse
Fri Feb 15, 2019 6:32 am
Forum: Ask For Help
Topic: Problems with adding a Lives counter to the HUD
Replies: 8
Views: 87

Re: Problems with adding a Lives counter to the HUD

I'm actually using the Maze module, and the points are being generated by running into the enemies when a power-up makes them vulnerable....

That's not where I want to go with this, though, and I plan to modify the game to use the Melee weapon to shoot at them.
by Bucket Mouse
Fri Feb 15, 2019 4:47 am
Forum: Ask For Help
Topic: Problems with adding a Lives counter to the HUD
Replies: 8
Views: 87

Re: Problems with adding a Lives counter to the HUD

That didn't solve the problem completely. I should have mentioned the score gets bugged out after losing a life. Scenario A: If the player doesn't score before they lose a life, they don't appear on the next life and the monsters don't move. Scenario B: If the player does score before losing a life,...
by Bucket Mouse
Fri Feb 15, 2019 3:33 am
Forum: Ask For Help
Topic: Problems with adding a Lives counter to the HUD
Replies: 8
Views: 87

Problems with adding a Lives counter to the HUD

myLives is the name of the variable, and it's already in the game, coded and everything. All I should have to do is set up that variable in the HUD, which I have done. But the number of lives did not tick down. I dug into the code and, weirdly, though the content of playerloselife.asm is present els...