Search found 48 matches

by UltraNarwhal
Sat Mar 23, 2019 11:43 pm
Forum: Ask For Help
Topic: Tile Sets
Replies: 2
Views: 113

Re: Tile Sets

Correct, only one main tileset per screen + screen tileset + path tileset. So the transition from sky area to cave you'd have a screen tileset with sky tiles to place near cave with cave main tileset.
by UltraNarwhal
Fri Mar 22, 2019 12:50 pm
Forum: Tutorial Requests
Topic: Horizontal Scrolling
Replies: 5
Views: 352

Re: Horizontal Scrolling

I guess you actually mean a vertical only scrolling module, so you could do a game like Ice Climber?
by UltraNarwhal
Mon Mar 04, 2019 12:38 pm
Forum: Finished Games & Demos
Topic: Fight of the Phoenix Demo
Replies: 15
Views: 817

Re: Fight of the Phoenix Demo

Looks good, was confused for a bit as I kept activating the tutorial text on every screen.
Main adjustment I'd make would be for the crystals that fly at you from off screen without warning to be a bit slower, so I have a fairer chance to avoid them.
FightOfThePhoenixDemo_001.png
FightOfThePhoenixDemo_001.png (7.07 KiB) Viewed 259 times
by UltraNarwhal
Sun Mar 03, 2019 2:42 pm
Forum: Ask For Help
Topic: graphics banks...uh oh...
Replies: 4
Views: 174

Re: graphics banks...uh oh...

Don't think so, select the bank to use on a blank Overworld/Underworld screen to use that bank.
by UltraNarwhal
Tue Feb 19, 2019 12:54 pm
Forum: Ask For Help
Topic: create new tile types
Replies: 4
Views: 216

Re: create new tile types

You could probably get more tile types by combining them in the same script and checking a user variable, so if var = 0 run ice tile part of script else run jelly tile part.
by UltraNarwhal
Sun Feb 17, 2019 3:41 pm
Forum: Finished Games & Demos
Topic: Code Name Silencer
Replies: 11
Views: 1105

Re: Code Name Silencer

Downloaded and tried. Here's some feedback. Uses original assets - good Walk animation too slow for movement Some screen paths aren't alligned, so you get stuck in scenery upon return Now this is the major issue, probably because you're excited to show what you made far too early. There's less game...
by UltraNarwhal
Sat Jan 05, 2019 2:15 pm
Forum: NESmaker Help
Topic: Idle animation not activating 4.1
Replies: 29
Views: 1963

Re: Idle animation not activating 4.1

Thanks this'll be handy.
by UltraNarwhal
Sat Jan 05, 2019 1:05 pm
Forum: NESmaker Help
Topic: Idle animation not activating 4.1
Replies: 29
Views: 1963

Re: Idle animation not activating 4.1

go to project settings, script settings, and open Extra Controll Script: at line 61, change this: notInAir: LDA Object_h_speed_lo,x ORA Object_h_speed_hi,x to this: notInAir: ; add an extra "set to idle state" here for fixing jump state animation glitching. ChangeObjectState #$00, #$03 LDA Object_h...
by UltraNarwhal
Thu Jan 03, 2019 6:34 pm
Forum: NESmaker Help
Topic: OneWayBlock NESmaker 4.1
Replies: 5
Views: 537

Re: OneWayBlock NESmaker 4.1

Found the other script called OneWayTile, which does the same as OneWayBlock but has LDA number.

LDA #%00000100
STA tile_solidity
by UltraNarwhal
Thu Jan 03, 2019 3:56 pm
Forum: NESmaker Help
Topic: OneWayBlock NESmaker 4.1
Replies: 5
Views: 537

OneWayBlock NESmaker 4.1

Just trying out 4.1 and noticed the OneWayBlock tile type was acting the same as a solid. Went in the ASM and commented out LDA line and tile worked.
Looks like this
;; LDA #TILE_SOLID
STA tile_solidity


Am I correct in just commenting out LDA, or should I put a different LDA line there?