Search found 46 matches

by DanielT1985
Sat Oct 13, 2018 10:57 am
Forum: Code
Topic: 8-Directional Movement Script (and how to install it!)
Replies: 22
Views: 890

Re: 8-Directional Movement Script (and how to install it!)

Speaking of 8-Direction movement, for some reason, all of the enemy movement choices related to moving up and down cause my enemies to go side by side. Is there a way to fix this? (Using: Platformula 4.0.11) I'm not sure what you mean. Could you explain in detail what's happening? Maybe take a vide...
by DanielT1985
Fri Oct 12, 2018 11:56 pm
Forum: Art
Topic: Pixel art programs?
Replies: 33
Views: 2213

Re: Pixel art programs?

Use Aseprite. Sure, it's 14 dollars, but there is a LOT of amazing features to it that'll get you into Sprite art in no-time. They even have the NES pallet built into it, too. So you can just select it and get right into making your NES Sprites.
by DanielT1985
Thu Oct 11, 2018 2:03 am
Forum: Code
Topic: 8-Directional Movement Script (and how to install it!)
Replies: 22
Views: 890

Re: 8-Directional Movement Script (and how to install it!)

Speaking of 8-Direction movement, for some reason, all of the enemy movement choices related to moving up and down cause my enemies to go side by side. Is there a way to fix this?

(Using: Platformula 4.0.11)
by DanielT1985
Wed Oct 10, 2018 4:59 pm
Forum: Code
Topic: Made "CutScenes Introduction Screens" (for between Start Screen and Playable Screens)
Replies: 77
Views: 2420

Re: Made "CutScenes Introduction Screens" (for between Start Screen and Playable Screens)

NEW SCRIPTS !!! CUTSCENES FOR NESMAKER 4.0.6 --> http://nesmakers.com/viewtopic.php?p=4010#p4010 OLD TECNHIQUE (4.0.0) : Last night, I managed to make some "Introduction Screens" (in a not very beautiful way), to be played between the Start Screen and the first playable screen. https://s1.gifyu.com...
by DanielT1985
Wed Oct 10, 2018 12:57 pm
Forum: PLATFORM MODULE TUTORIAL
Topic: Help! Currency, Moving Platforms and Path Keys
Replies: 18
Views: 259

Re: Help! Currency, Moving Platforms and Path Keys

dale_coop wrote:
Tue Oct 09, 2018 4:49 pm
I can’t help on this one, didn’t try that script since looks like it’s not finished yet.
Alright, thanks man.
by DanielT1985
Wed Oct 10, 2018 1:29 am
Forum: Code
Topic: Possible Space Saver: Disabling the HUD
Replies: 12
Views: 404

Re: Possible Space Saver: Disabling the HUD

1. Thank you for that. 2. OH MY GOD THAT LOOKS AWESOME Haha, thanks a lot! Once NESmaker starts supporting fades again I'm sure I can make it look even better! Looking at your Tower of Turmoil videos, I saw that You managed to get enemies to stay on platforms, which is something I tried doing but f...
by DanielT1985
Wed Oct 10, 2018 1:13 am
Forum: Code
Topic: Possible Space Saver: Disabling the HUD
Replies: 12
Views: 404

Re: Possible Space Saver: Disabling the HUD

I was wondering if there was a way to make certain screens not show the hud and others show it. I would like to be able to make screens and cutscenes without having to constantly see the hud. Any ideas? You can make another palette for those specific screens and have all the colors in your HUD subp...
by DanielT1985
Tue Oct 09, 2018 5:03 pm
Forum: Code
Topic: Possible Space Saver: Disabling the HUD
Replies: 12
Views: 404

Re: Possible Space Saver: Disabling the HUD

I was wondering if there was a way to make certain screens not show the hud and others show it. I would like to be able to make screens and cutscenes without having to constantly see the hud. Any ideas?
by DanielT1985
Tue Oct 09, 2018 4:04 pm
Forum: PLATFORM MODULE TUTORIAL
Topic: Help! Currency, Moving Platforms and Path Keys
Replies: 18
Views: 259

Re: Help! Currency, Moving Platforms and Path Keys

How is you Currency Pickup object? did you set an "animation speed" (for the action step 0)? Is it slow when you put it on a screen? Or when only when it's spawn after a monster death? I didn't spawn any monsters. I did set the animation speed to make it as fast as it could go (0) and yeah, it's se...
by DanielT1985
Tue Oct 09, 2018 3:14 am
Forum: Code
Topic: Modified Autotext Tile
Replies: 13
Views: 418

Re: Modified Autotext Tile

Oh, and also, I have an opening-text cutscene and had to use 2 screens because of another different text tile keeping me on loop if I don't get off of it, and the only way to do that was to have the player spawn on both at the same time, which also caused the beginning piece of dialogue to disappear...