Search found 126 matches

by chronosv2
Tue Oct 16, 2018 8:14 pm
Forum: Code
Topic: how to code for shop
Replies: 4
Views: 29

Re: how to code for shop

I've got an idea for how this would work, but I'm waiting for 4.1 and the ability to change AIs and stuff It could be set up that each item has its cost, and when an item is collected a variable triggers that causes the other objects to destroy themselves. Then when you return to the screen the item...
by chronosv2
Tue Oct 16, 2018 7:14 pm
Forum: NESmaker Help
Topic: 8-Direction, 4-Direaction, and Up-Down movement does NOT work.
Replies: 4
Views: 45

Re: 8-Direction, 4-Direaction, and Up-Down movement does NOT work.

Yeah, I've heard the physics on the current platformer module cause some of the movement scripts to not work properly. It's entirely possible that a lot of the reworks in 4.1.0 might fix some of the problems we've been encountering. Though it could also be that someone else has an idea on how to fix...
by chronosv2
Tue Oct 16, 2018 4:33 pm
Forum: NESmaker Help
Topic: 8-Direction, 4-Direaction, and Up-Down movement does NOT work.
Replies: 4
Views: 45

Re: 8-Direction, 4-Direaction, and Up-Down movement does NOT work.

Are you using the Platformer module? I've heard others talk about the movement scripts having issues there.
by chronosv2
Mon Oct 15, 2018 5:33 am
Forum: Finished Games
Topic: Molex: The Game...err Factory Walkthrough
Replies: 4
Views: 323

Re: Molex: The Game...err Factory Walkthrough

I'm very glad to hear this went over well! It was a really cool idea. :D
by chronosv2
Mon Oct 15, 2018 5:27 am
Forum: NESmaker Help
Topic: Breakable blocks code, how to make it break by multiple different types of objects? [Solved]
Replies: 7
Views: 135

Re: Breakable blocks code, how to make it break by multiple different types of objects?

Very strange, but that sounds like an issue with collisions rather than the original question. Glad to see you have it (mostly) working! It looks pretty cool! There are going to be some changes in version 4.1.0 so maybe that'll fix that collision issue. If not, there's got to be something that can s...
by chronosv2
Mon Oct 15, 2018 1:47 am
Forum: NESmaker Help
Topic: Breakable blocks code, how to make it break by multiple different types of objects? [Solved]
Replies: 7
Views: 135

Re: Breakable blocks code, how to make it break by multiple different types of objects?

I'm glad the tutorials are proving to be useful!

Did you get breakable blocks by multiple items working?
by chronosv2
Mon Oct 15, 2018 1:26 am
Forum: NESmaker Help
Topic: Which files is it using?
Replies: 5
Views: 43

Re: Which files is it using?

A lot of core engine files are imported in MainASM.asm. If it's not in te Defines list it;s probably there.
Mind sharing what error you're getting?
by chronosv2
Mon Oct 15, 2018 1:24 am
Forum: Software Support
Topic: [ENGINE] Health is not being redrawn after player death
Replies: 3
Views: 68

Re: [ENGINE] Health is not being redrawn after player death

That's because the Hurt routine sends the proper value to the HUD. Line 40: notPlayerDeath: STA Object_health,x STA myHealth The "STA myHealth" is sending the value being stored for the Object's health into the variable. As said, when you restart after a death it's simply not assigning the starting ...
by chronosv2
Sat Oct 13, 2018 4:33 pm
Forum: Software Support
Topic: [ENGINE] Health is not being redrawn after player death
Replies: 3
Views: 68

Re: [ENGINE] Health is not being redrawn after player death

It likely isn't that it isn't being redrawn, it's that the health HUD variable isn't being reset.
Perhaps in the code for death reset the value just before the game resets?
by chronosv2
Thu Oct 11, 2018 2:47 pm
Forum: NESmaker Help
Topic: ASM inquiry?
Replies: 6
Views: 106

Re: ASM inquiry?

Technically you don't even need to CMP to #$00. From the Obelisk 6502 reference ( http://www.obelisk.me.uk/6502/reference.html#LDA ), the zero flag is set on LDA when the number loaded is equal to zero. So CMP #$00 is actually doing nothing, and actually uses two extra bytes for no gain. C - Carry F...