Search found 502 matches

by Mugi
Mon May 06, 2019 1:48 pm
Forum: Community Tutorials
Topic: Wall Grab
Replies: 7
Views: 343

Re: Wall Grab

it's an assembly file that's assigned to run after controller input assemblies, you should see it assigned to Extra Controll Script
on your game's script settings.
by Mugi
Mon May 06, 2019 4:32 am
Forum: Community Tutorials
Topic: Wall Grab
Replies: 7
Views: 343

Re: Wall Grab

you need to place the jump code to the beginning of your jumpscript. the way you placed it now is after the last RTS on the file, meaning it will never run. also, make sure you add the little code i posted to the extracontrollscript, the grab wont work without it (pressing/holding any button will ju...
by Mugi
Sat Apr 27, 2019 4:17 pm
Forum: Ask For Help
Topic: Gravity-Changing Air Blocks
Replies: 3
Views: 129

Re: Gravity-Changing Air Blocks

it is that simple. but the workload on doing that is a bit of a pita. In my game, i only use altered gravity in a very limited fashion and i just went around it by modifying the player physics instead but it's not really a particularly efficient way to deal with things. another issue is that if you ...
by Mugi
Sun Apr 14, 2019 6:10 pm
Forum: Ask For Help
Topic: Monster Palettes / Obkect Palettes
Replies: 3
Views: 96

Re: Monster Palettes / Obkect Palettes

to define the player palette and the second palette used by the "gameobjects.bmp" graphic (the one where you draw your player sprite in) select the player object from the hierarchy, and set the 2 palettes into that. those palettes will always be there, and are usable y your player sprite, and any ot...
by Mugi
Sun Apr 14, 2019 2:05 pm
Forum: WIP
Topic: Manekineko Ramen Adventure (WIP)
Replies: 6
Views: 289

Re: Manekineko Ramen Adventure (WIP)

animated tiles can be done but it requires quite a lot of code and that's not yet implemented in nesmaker, i believe my game is currently the only one doing actual tile animations via chr ram bankswitching. another way is to simply use animated sprite objects in place of tiles to obtain animations, ...
by Mugi
Sat Apr 13, 2019 12:29 pm
Forum: Code
Topic: Mega Man-style Sprite HUD
Replies: 26
Views: 3442

Re: Mega Man-style Sprite HUD

iirc the main difference is that the tranpoline for the macro to work has to be set in bank14.asm instead of HandleUpdateObjects.asm
by Mugi
Wed Apr 10, 2019 2:47 pm
Forum: Ask For Help
Topic: weird collision issues.
Replies: 33
Views: 720

Re: weird collision issues.

Mugi is fine if you insist on tarnishing your game with my name :P also, i forgot to mention it but the tile code assumes that the tile ID of the wall climb tile is 03 if you set it to any other tile ID than 03, it will still work, but the collision checks it has will not properly work, making the "...
by Mugi
Wed Apr 10, 2019 9:31 am
Forum: Community Tutorials
Topic: Wall Grab
Replies: 7
Views: 343

Wall Grab

so might aswell try and write a proper forum thread for this since i already shared it out on the thread i made earlier. so here's a wall grab tile: CPX player1_object BNE dontMessWithGravity LDA gamepad AND #%00010000 ; is up pressed ? BEQ dontMessWithGravity LDA Object_v_speed_hi,x ; are we fallin...
by Mugi
Wed Apr 10, 2019 9:22 am
Forum: Ask For Help
Topic: weird collision issues.
Replies: 33
Views: 720

Re: weird collision issues.

i suppose.
I wasnt going to just dump it on the forum to begin with since i kinda like the idea that not every game ever has an identical mechanic to mine, which is why i made it to replace ladders to begin with, but oh well.

here you go: viewtopic.php?f=35&t=2608
by Mugi
Wed Apr 10, 2019 6:12 am
Forum: Ask For Help
Topic: weird collision issues.
Replies: 33
Views: 720

Re: weird collision issues.

It's better to make a new tiletype to the wall climb than to replace the ladder one with it, because if my memory serves me right, the ladders have some hardcoded functionality that might mess things up. anyway, here's a jump script and extra control script set up in a way that should do the job, gi...