Search found 115 matches

by WillElm
Sun Dec 22, 2019 8:26 pm
Forum: Community Tutorials
Topic: [4.1] Adding the Jump on Kills flag for the monster objects in the platformer module
Replies: 6
Views: 4768

Re: [4.1] Adding the Jump on Kills flag for the monster objects in the platformer module

*EDIT* I "fixed" it. I changed the tempz at line 184 to a tempx and it works. It seems to have no effect on Dale's earlier modifications so I think success :D It should also work on the scrolling platformer module. hmm very strangely, it doesn't seem to work. Everytime I thought I had gotten somewhe...
by WillElm
Sun Dec 22, 2019 6:35 am
Forum: WIP
Topic: Archetype: Perseus
Replies: 11
Views: 3757

Re: Archetype: Perseus

I replaced my player object artwork and I really like it so far. It's twice as tall, but the same width. One problem: now it behaves weirdly when jumping into the side of a solid tile. It'll "snap" me up or down, allowing me to jump up ot platforms that I shouldn't be able to jump up to. I can proba...
by WillElm
Sun Dec 22, 2019 12:29 am
Forum: WIP
Topic: Archetype: Perseus
Replies: 11
Views: 3757

Re: Archetype: Perseus

[/quote] WillElm, it looks very very interesting! Will try it during my holidays :) Thanks again Dale. I'm hoping to have a full 3 level demo posted by the new year, since I have 2 weeks off. Great work and i loved seeing the sub weapon in use and the look of the wolves, they actually look like real...
by WillElm
Sat Dec 21, 2019 1:28 am
Forum: WIP
Topic: Archetype: Perseus
Replies: 11
Views: 3757

Re: Archetype: Perseus *working title*

The Pegasus level took my by surprise, I love the idea! I also love the background silhouettes and how you used black in your grass and dirt tiles. I'm looking forward to seeing more of your progress :-) Thanks for the feedback, I'm trying to come up with an interesting cavern tileset that uses the...
by WillElm
Sat Dec 21, 2019 12:34 am
Forum: WIP
Topic: Archetype: Perseus
Replies: 11
Views: 3757

Archetype: Perseus

Here's a quick look at my scrolling action platformer. There's a ton of work to do, I'll lay out the roadmap and address a few other things below the video. I officially started work on this project in March, when I got NESMaker. I worked until late May, then put it down for several months- until ma...
by WillElm
Fri Dec 20, 2019 4:15 am
Forum: Scripts
Topic: Jump On Hurts (modified jump on kills script)
Replies: 33
Views: 12245

Re: Jump On Hurts (modified jump on kills script)

**Wait I think I'm onto something. If this works I'll update, make a thread, and link it here. How might I go about using this code to make objects that, instead of bouncing the player, just let them stand on top, like a solid tile? I took a look at this thread but I wasn't able to get any results b...
by WillElm
Thu Dec 19, 2019 4:01 am
Forum: Scripts
Topic: [4.1.5] Sprite Cycling
Replies: 33
Views: 14264

Re: [4.1.5] Sprite Cycling

After putting it aside and working on other parts of my project, I remembered something really important. At one point I had disabled draw order, but had since reenabled it. However, I forgot to uncomment JSR UpdateDrawOrder at the beginning of the script. Uncommenting it fixed the sprite cycling co...
by WillElm
Wed Dec 18, 2019 3:36 am
Forum: Tutorial Requests
Topic: How to change object details on the go?
Replies: 2
Views: 3153

Re: How to change object details on the go?

One sort of inelegant but easy solution would be to have an AI action that creates another object that has a different speed, then destroys itself. Since it would be a different object, it could also have different edge reactions and stuff. The main drawback to this is that this monster would have t...
by WillElm
Fri Dec 13, 2019 8:04 pm
Forum: WIP
Topic: Mark of the Beast
Replies: 123
Views: 27806

Re: Mark of the Beast

a little late to the party, but this artwork is inspiring. keep it up, can't wait to see it running complete.