Search found 166 matches

by Dirk
Tue Jul 16, 2019 6:34 pm
Forum: WIP
Topic: Nightser (Working Title)
Replies: 11
Views: 255

Re: Nightser (Working Title)

dale_coop wrote:
Mon Jul 15, 2019 12:55 pm
I love your "100" effect ;) So cool!
I was so distracted by the flames I didn't even notice it. Looks really cool.
by Dirk
Mon Jul 15, 2019 12:07 pm
Forum: WIP
Topic: Nightser (Working Title)
Replies: 11
Views: 255

Re: Nightser (Working Title)

Wow, looks really nice!
by Dirk
Mon Jul 08, 2019 7:09 pm
Forum: Ask For Help
Topic: Extra life every 100 points?
Replies: 6
Views: 137

Re: Extra life every 100 points?

I don't know how your solution looks, but you could make a second invisible counter that gets reset every 100 points and simply not reset your score.
by Dirk
Thu Jun 27, 2019 1:25 pm
Forum: Ask For Help
Topic: Changing Action Step by jumping on monster
Replies: 1
Views: 134

Re: Changing Action Step by jumping on monster

Humble bump.
by Dirk
Tue Jun 25, 2019 6:41 pm
Forum: Ask For Help
Topic: Monsters 1 pixel from the ground
Replies: 3
Views: 163

Re: Monsters 1 pixel from the ground

Very cute :-)
by Dirk
Sun Jun 23, 2019 11:28 pm
Forum: Code
Topic: How to add a "Monster Jump" AI script [NESMaker 4.0.X - Module Platformer]
Replies: 18
Views: 2012

Re: How to add a "Monster Jump" AI script [NESMaker 4.0.X - Module Platformer]

You can open a simple text editor of your choice, paste the code and save it as filename.asm instead of filename.txt.
You might need to change the proposed extension in your text editor to *.* so your file don't get saved as eg. filename.asm.txt or filename.asm.docx.
by Dirk
Fri Jun 21, 2019 11:17 pm
Forum: Ask For Help
Topic: Changing Action Step by jumping on monster
Replies: 1
Views: 134

Changing Action Step by jumping on monster

Hi! I want to make a monster with two states: a) can hurt the player and is in action step 0 b) is harmless and in action step 1 I would like to have a collision of the player with the monster in state a) hurt the player and set the monster's action step from 0 to 1. The monster is now "triggered" a...
by Dirk
Thu Jun 20, 2019 7:26 pm
Forum: Finished Games & Demos
Topic: When the Clock Hands Stall - 3D Dungeon Crawler Demo
Replies: 8
Views: 621

Re: When the Clock Hands Stall - 3D Dungeon Crawler Demo

CutterCross wrote:
Thu Jun 20, 2019 5:42 pm
It's actually far easier to set up and more flexible than my original method!
That's great, I hope you'll make a tutorial :-)
by Dirk
Thu Jun 20, 2019 5:38 pm
Forum: Finished Games & Demos
Topic: When the Clock Hands Stall - 3D Dungeon Crawler Demo
Replies: 8
Views: 621

Re: When the Clock Hands Stall - 3D Dungeon Crawler Demo

That's awesome! I love point'n'click adventures so this will come in handy one day.
by Dirk
Wed Jun 19, 2019 4:27 pm
Forum: Ask For Help
Topic: Porting game from 4.0.11 to 4.1.5 wuuaahh
Replies: 15
Views: 424

Re: Porting game from 4.0.11 to 4.1.5 wuuaahh

I'm not sure how to do it but maybe I can add a timer to change to a different idle animation.
Or maybe I can set a custom flag after the end of the first idle animation and trigger the second animation if the trigger is active.