Search found 36 matches

by JeffPack
Sat Sep 15, 2018 8:30 pm
Forum: Code
Topic: How to add a "CheckPoint" type tile [NESMaker 4.0.6]
Replies: 19
Views: 997

Re: How to add a "CheckPoint" type tile [NESMaker 4.0.6]

Figured it out. A bug in the engine code causes the change state code to use the warp in location from the screen the checkpoint is on after you have used a warp.
http://nesmakers.com/viewtopic.php?f=23&t=962
by JeffPack
Sat Sep 15, 2018 7:21 pm
Forum: NESmaker Help
Topic: Change State for Checkpoint sends player to the wrong location after warp
Replies: 1
Views: 149

Re: Change State for Checkpoint sends player to the wrong location after warp

So the reason it was sending me to the top left of the screen is because apparently after warping, changing the state after dying uses the warp in location set on the continueScreen rather than continuePositionX and continuePositionY. Since the screen with my checkpoint didn't have a warp in locatio...
by JeffPack
Sat Sep 15, 2018 7:06 pm
Forum: NESmaker Help
Topic: Change State for Checkpoint sends player to the wrong location after warp
Replies: 1
Views: 149

Change State for Checkpoint sends player to the wrong location after warp

So I set up checkpoints in the adventure module and it works beautifully until I get to a certain screen. It took me forever to realize that what was different about this screen was that I had just come through a warp tile. I removed the warp tile and everything is fine. Turns out... if you die afte...
by JeffPack
Sat Sep 15, 2018 12:13 pm
Forum: Code
Topic: How to add a "CheckPoint" type tile [NESMaker 4.0.6]
Replies: 19
Views: 997

Re: How to add a "CheckPoint" type tile [NESMaker 4.0.6]

Or maybe you put your checkpoint too close from the edge ? 1st row or col is something you need to avoid. Good to know thanks! So this happens before I've hit a checkpoint at all. And if I bypass the lose life logic and do a simple reset I have no problems. I should also say that this happens when ...
by JeffPack
Sat Sep 15, 2018 5:57 am
Forum: Code
Topic: How to add a "CheckPoint" type tile [NESMaker 4.0.6]
Replies: 19
Views: 997

Re: How to add a "CheckPoint" type tile [NESMaker 4.0.6]

Is this still the preferred method in 4.0.11? I set this up and it works great when dying on most screens. On some screens however when I die I end up spawning in the top left of the starting screen which transitions me to a different screen and usually just starts glitching. In some cases it will e...
by JeffPack
Wed Sep 12, 2018 6:28 pm
Forum: NESmaker Help
Topic: Sound glitch and crash when player is hit [Solved]
Replies: 11
Views: 603

Re: Sound glitch and crash when player is hit

I'm having this issue, too. I was thinking it might be related to the issue with even number music tracks not playing as brought up in this thread: http://www.nesmakers.com/viewtopic.php?f=23&t=758 So I tried replacing SFX_PLAYER_HURT with different labels like SFX_GET_COIN, SFX_PLAYER_LOSE, etc. T...
by JeffPack
Wed Sep 12, 2018 6:19 pm
Forum: Suggestions
Topic: More than one warp per screen
Replies: 9
Views: 445

Re: More than one warp per screen

* Bump *
by JeffPack
Wed Sep 12, 2018 5:23 pm
Forum: NESmaker Help
Topic: HUD Var Tiles not drawing correctly [Solved]
Replies: 16
Views: 483

Re: HUD Var Tiles not drawing correctly

Well that's neat. There's something completely stupid I've got to test now. 8 HUD variables. 1 is a bar, the rest are numbers. Silly.gif Well that's really good to know! You CAN update all 8 elements in one script if you don't mind being able to see the refresh! Sweet! Yeah honestly I consider the ...
by JeffPack
Wed Sep 12, 2018 3:59 pm
Forum: NESmaker Help
Topic: HUD Var Tiles not drawing correctly [Solved]
Replies: 16
Views: 483

Re: HUD Var Tiles not drawing correctly

chronosv2 wrote:
Wed Sep 12, 2018 3:55 pm
Oh, then that leads me to understand that only varTiles suffer the one-per-update rule! Awesome!
Yeah that would absolutely make sense because of the following:

Code: Select all

LDA mySurvivors
STA hudElementTilesToLoad
hudElementTilesToLoad probably needs to be updated per var tile element
by JeffPack
Wed Sep 12, 2018 3:53 pm
Forum: NESmaker Help
Topic: HUD Var Tiles not drawing correctly [Solved]
Replies: 16
Views: 483

Re: HUD Var Tiles not drawing correctly

I believe that's a known issue, but I have no idea if there's any info on a fix. It seems that a HUD 2 blocks tall is the ideal setting right now. As for score and survivors, I think even though my code was designed for longer bars it could work in this case. You'd need to make sure Score and Survi...