Search found 44 matches

by UltraNarwhal
Tue Feb 19, 2019 12:54 pm
Forum: Ask For Help
Topic: create new tile types
Replies: 4
Views: 68

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: 10
Views: 577

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: 21
Views: 935

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: 21
Views: 935

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: 269

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: 269

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?
by UltraNarwhal
Sat Nov 03, 2018 1:55 pm
Forum: Artists
Topic: Looking for an expert NES spriter for Dr. Emerald's Revenge
Replies: 3
Views: 5197

Re: Looking for an expert NES spriter for Dr. Emerald's Revenge

Just out of curiosity do you have all the pixel work you require sketched roughly for the artist to work from, also how much were you willing to pay (total or $5-$10 per sprite frame).
by UltraNarwhal
Wed Oct 10, 2018 10:34 am
Forum: PLATFORM MODULE TUTORIAL
Topic: Sonic 1 styled boss (Boss leaves screen)
Replies: 2
Views: 708

Re: Sonic 1 styled boss (Boss leaves screen)

Seems possible. When the bosses health is 0 you'd tell it to go to a state that makes it move left or right off screen and have it ignore player collision.
by UltraNarwhal
Mon Oct 01, 2018 11:56 am
Forum: ADVENTURE MODULE TUTORIAL
Topic: Dropping bombs like in Zelda possible?
Replies: 9
Views: 1208

Re: Dropping bombs like in Zelda possible?

No changes, you'll have to write your own ASM from scratch. So easier solution for now is to see if there's a script for spawning multiple bullets at once, so when bomb explodes it creates shockwave bullets (up,left,right,down) like duck does in below video (left,right). https://youtu.be/7z8nrDM2Bg...
by UltraNarwhal
Sun Sep 30, 2018 1:19 pm
Forum: ADVENTURE MODULE TUTORIAL
Topic: Dropping bombs like in Zelda possible?
Replies: 9
Views: 1208

Re: Dropping bombs like in Zelda possible?

Looking at Bomberman 2 on NES it has big explosions but no flicker, so probably using tiles instead of sprites.
If you want 4 way big explosions you'll need to do some ASM that changes the tiles around the bomb sprite on explosion and then swaps tile back to original after.
Possible, but not easy.