Search found 3614 matches

by dale_coop
Wed Jul 17, 2019 7:19 am
Forum: Community Tutorials
Topic: Non-textbox based pause
Replies: 35
Views: 2211

Re: Non-textbox based pause

As Mugi, suggested on his post, you could try adding this code:

Code: Select all

LDA isPaused
BEQ +
RTS
+
At the begining of the StartMovingPlayerXXX scripts (and maybe in shoot / melee scripts too) to prevent those scripts to execute when the game is on Pause.
by dale_coop
Tue Jul 16, 2019 9:39 pm
Forum: Community Tutorials
Topic: Non-textbox based pause
Replies: 35
Views: 2211

Re: Non-textbox based pause

Could you share your left and right scripts? (you did modify them, right? The StartMovingPlayerXXX... not the StopMovingPlayer ones)
by dale_coop
Tue Jul 16, 2019 6:04 pm
Forum: Community Tutorials
Topic: Non-textbox based pause
Replies: 35
Views: 2211

Re: Non-textbox based pause

Make sure that your scripts (pause / unpause) finish with a "RTS" line.
by dale_coop
Tue Jul 16, 2019 11:41 am
Forum: Ask For Help
Topic: Help With bounds Handler glitch during scrolling?
Replies: 24
Views: 319

Re: Help With bounds Handler glitch during scrolling?

If I understand well, for the left bound edge collision, you want to kill the Player when the screen is set to "edge stops player" and just block/stop him when the "edge stops player" is NOT set? This rule is true for every screen of your game? So the script would sometjing like: LDA screenFlags AND...
by dale_coop
Mon Jul 15, 2019 2:11 pm
Forum: Ask For Help
Topic: How to disable input when game object is present?
Replies: 2
Views: 66

Re: How to disable input when game object is present?

You could check if the Player is active... and if not you skip the code.
Something like that:

Code: Select all

	LDX player1_object
	LDA Object_status,x
	AND #OBJECT_IS_ACTIVE
	BNE +
	;; if NOT active then:
	;;JMP endOfTheScript
	RTS
	+
	;; continue the script as usual :
	
by dale_coop
Mon Jul 15, 2019 1:57 pm
Forum: Ask For Help
Topic: Help With bounds Handler glitch during scrolling?
Replies: 24
Views: 319

Re: Help With bounds Handler glitch during scrolling?

Hmmm... you know what... my previous answer made me think I could search for that flag in the scripts to see how it is used. And I found out that Handle Bounds scripts ARE used in scrolling screens too! So, maybe you could try modify your DoLeftBoundsUpdate and DoRightBoundsUpdate scripts... Adding ...
by dale_coop
Mon Jul 15, 2019 1:30 pm
Forum: Ask For Help
Topic: Help With bounds Handler glitch during scrolling?
Replies: 24
Views: 319

Re: Help With bounds Handler glitch during scrolling?

Have you tried to set the flag "Edge Stops Player" for all your screen? Maybe it would prevent edge collisions?
by dale_coop
Mon Jul 15, 2019 1:05 pm
Forum: Ask For Help
Topic: [4.1.5] Cutscene making
Replies: 14
Views: 268

Re: [4.1.5] Cutscene making

Strange... Your project might have some specific codes that prevent the invisible code to work... because it worked on my demo projects (basic plaformer demo). But if you want, I could check your project and tell you what's going on and how to fix that? (I'd need the project .MST file, the "GraphicA...
by dale_coop
Mon Jul 15, 2019 12:55 pm
Forum: WIP
Topic: Nightser (Working Title)
Replies: 11
Views: 211

Re: Nightser (Working Title)

I love your "100" effect ;) So cool!
by dale_coop
Sun Jul 14, 2019 7:25 pm
Forum: Ask For Help
Topic: monster lock triggered when only 1 enemy defeated
Replies: 14
Views: 339

Re: monster lock triggered when only 1 enemy defeated

Ugh PMs are being weird and I am not sure if it is being sent. I'll just share it here, thanks again! https://filebin.net/4tmavdjjth4b00du Got some time to check today... I see your issue. Modify the script assigned to the "Handle Monster Hurt" element in your "Project Settings > Script Settings".....