Search found 198 matches

by WolfMerrik
Thu Sep 13, 2018 11:23 am
Forum: Code
Topic: Mega Man-style Sprite HUD
Replies: 19
Views: 2085

Re: Mega Man-style Sprite HUD

Incredible work on this one!
Thanks so much for sharing!
by WolfMerrik
Wed Sep 12, 2018 12:12 pm
Forum: PLATFORM MODULE TUTORIAL
Topic: Bounce Tiles in the platform module?
Replies: 5
Views: 546

Re: Bounce Tiles in the platform module?

Well the asm I provided doeant run the whole show (it doesnt view it as solid), but you could have it check for the tile type, make it be a solid collision then run the bounce to reverse the dorection of the object.
by WolfMerrik
Tue Sep 11, 2018 4:03 am
Forum: PLATFORM MODULE TUTORIAL
Topic: few things my platformer needs help
Replies: 7
Views: 683

Re: few things my platformer needs help

Scythe&GenGames wrote:
Mon Sep 10, 2018 11:14 pm
I didn't mention a way to "Scroll the screen."
This is something I think many of us are trying to figure out/waiting for someone to solve
by WolfMerrik
Tue Sep 11, 2018 4:00 am
Forum: PLATFORM MODULE TUTORIAL
Topic: Bounce Tiles in the platform module?
Replies: 5
Views: 546

Re: Bounce Tiles in the platform module?

You could make a tile that reverses your vertical speeds: Something like this? bounce: LDA #$00 STA Object_v_speed_lo,x ; Just set this to 0, make things easier SEC SBC Object_v_speed_hi,x ; Make it bounce! -- we still have 0 loaded, now we subtract our speed CLC ; Which gives us the inverse.... STA...
by WolfMerrik
Mon Sep 10, 2018 10:55 pm
Forum: PLATFORM MODULE TUTORIAL
Topic: few things my platformer needs help
Replies: 7
Views: 683

Re: few things my platformer needs help

Well, you are probably going to want to shoot in 8 directions right?
Have you looked at modifying the "Move 8 Directions" Script, to changing this to the direction the player shoots in?
by WolfMerrik
Mon Sep 10, 2018 6:20 pm
Forum: Code
Topic: Adding Old School Cheat Codes to Your Game! (v4.0.11) [Intermediate Difficulty]
Replies: 2
Views: 459

Re: Adding Old School Cheat Codes to Your Game! (v4.0.11) [Intermediate Difficulty]

This is SOOOO RAD!
I wanted to do something like this eventually, but didn't even know where to start... you are great!
by WolfMerrik
Sun Sep 09, 2018 7:13 pm
Forum: WIP
Topic: Bionic Girl (WIP)
Replies: 122
Views: 9942

Re: Bionic Girl (WIP)

Gazimaluke wrote:
Sun Sep 09, 2018 1:37 pm
I wouldn't even know where to start with animated tiles haha. I used monster objects. That's why there is only a tiny waterfall. I don't know how to get more than four monsters on screen at the same time :p
Could you not make one LOOOONG monster?
by WolfMerrik
Sun Sep 09, 2018 1:27 pm
Forum: NESmaker Help
Topic: Underwater physics
Replies: 4
Views: 443

Re: Underwater physics

EDIT: In searching for "Object_speed_variant" - it seems to be only used in THAT file.... so I would say it is pretty safe to use this as a flag (as well as possibly other speed types)
by WolfMerrik
Sun Sep 09, 2018 1:15 pm
Forum: NESmaker Help
Topic: Underwater physics
Replies: 4
Views: 443

Re: Underwater physics

Would you want this to be a player only affect, or something that affects monsters too? If you want this to be a status, You could look at changing an object status to be in the water. Looking at ObjectBytesRasm.asm Object_status .dsb 12 ; required ;;;; bits 765 = activation/deactivation ;;;; bit 3 ...
by WolfMerrik
Sun Sep 09, 2018 1:13 pm
Forum: WIP
Topic: Bionic Girl (WIP)
Replies: 122
Views: 9942

Re: Bionic Girl (WIP)

She shoots! Stuff needs to be fixed though ^^ That looks Great! I love the BG, very good use of color, very similar aesthetic to what I am going for, only yours looks more polished haha! I love the waterfall! What did you use to make this? did you use a monster object, or did you get animated tiles...