Search found 219 matches

by chronosv2
Tue Apr 23, 2019 11:55 pm
Forum: Scripts
Topic: [4.1] Icarus Sprite HUD
Replies: 38
Views: 3391

Re: [4.1] Icarus Sprite HUD

Does this work with 4.1.5 I'm getting an error in nesmaker when I click on the plugin. I don't get the error if I use an older version of nesmaker. It's been a very long time since I've worked with NESMaker, so if a new release has broken something I'm not sure what happened. Is there a specific er...
by chronosv2
Sun Mar 03, 2019 1:10 am
Forum: Scripts
Topic: [4.1] Icarus Sprite HUD
Replies: 38
Views: 3391

Re: [4.1] Icarus Sprite HUD

No inconvenience at all! I'm glad we worked through the problem.

As someone who spends most of his time coding, I understand how frustrating typos get. I'm just glad that was it.
When a problem comes up with the plugin I start wondering if something's broken. I'm just relieved that's not the case.
by chronosv2
Sat Mar 02, 2019 3:25 am
Forum: Scripts
Topic: [4.1] Icarus Sprite HUD
Replies: 38
Views: 3391

Re: [4.1] Icarus Sprite HUD

Oh! Double-check what you have your HP Max set to and make sure that user variable has the same value as your starting HP. It could not be drawing because your Max HP Variable wasn't set. If it's not that, then I'm running out of things to check. At the end of the tutorial this was the state I left ...
by chronosv2
Fri Mar 01, 2019 9:22 pm
Forum: Scripts
Topic: [4.1] Icarus Sprite HUD
Replies: 38
Views: 3391

Re: [4.1] Icarus Sprite HUD

Unfortunately you can't have player AND boss HP with the current version of the HUD. As for the HP displaying, is it checked? Also double check your Empty Bar coordinates and screen coordinates.
by chronosv2
Fri Mar 01, 2019 2:05 pm
Forum: Scripts
Topic: [4.1] Icarus Sprite HUD
Replies: 38
Views: 3391

Re: [4.1] Icarus Sprite HUD

Which features are you trying to use? Here are some things to check: 2019-03-01 08_44_38-NES MAKER 4.1.5 - Version_ 0x159- ___Unsaved Project___.png These checkboxes set the initial state of the HUD items. If you uncheck "Draw Bar" you need to use a macro to show the bar later in your game. If you'r...
by chronosv2
Sun Feb 10, 2019 6:55 am
Forum: Scripts
Topic: [4.1] Icarus Sprite HUD
Replies: 38
Views: 3391

Re: [4.1] Icarus Sprite HUD

Very glad to be of help. Hopefully the last fix there makes everything functional for everyone. Also I never went over it, but I've included code for use to enable using the dynamic bar as a Boss HP Bar. The "HandleHurtMonster.asm" I included actually lets you give a boss the "Target Type" flag in i...
by chronosv2
Sat Feb 09, 2019 11:35 am
Forum: Scripts
Topic: [4.1] Icarus Sprite HUD
Replies: 38
Views: 3391

Re: [4.1] Icarus Sprite HUD

Whoops, sorry for the delay in response -- apparently my subscription to my topic got cancelled. I've updated the main ZIP with a zipscript that should work -- I regenerated the whole thing from scratch because I'm not sure what exactly I broke, but I can safely assume that after enough manual updat...
by chronosv2
Sun Feb 03, 2019 5:10 pm
Forum: Scripts
Topic: [4.1] Icarus Sprite HUD
Replies: 38
Views: 3391

Re: [4.1] Icarus Sprite HUD

Okay, the download link is back and everything should now be functional. I've also fixed some critical bugs.
If anyone has any further problems please let me know.
by chronosv2
Mon Jan 28, 2019 7:02 pm
Forum: Music & Sound
Topic: ggsound music fix
Replies: 21
Views: 2142

Re: ggsound music fix

You should actually just be able to import multiple songs into the same file without having to remake it. I actually did that with my Desolate Desert ROM because I had already made what would become its overworld theme a long time before I had the idea to turn it into a game. The biggest thing might...
by chronosv2
Sun Jan 27, 2019 11:24 pm
Forum: Suggestions
Topic: Mac OSX & Linux Versions of NESMaker?
Replies: 9
Views: 1290

Re: Mac OSX & Linux Versions of NESMaker?

After having done plugin development for NESMaker I can explain one potential hang-up: NESMaker makes extensive use of System.Windows.Forms. Yes, Mono has its own System.Windows.Forms implementation, but as I understand it it's not 100% compatible and I think NESMaker uses a bunch of custom controls...