Search found 198 matches

by WolfMerrik
Thu Sep 06, 2018 3:11 pm
Forum: Code
Topic: RAD Jump (a better multijump framework)
Replies: 12
Views: 3859

Re: RAD Jump (a better multijump framework)

Were you able to solve the problem with the collision detection that caused a 2-5 frame window where jumping is not possible? Sadly, not yet. Even as I have been digging into the physics a lot lately, I have still not find a "why" that it is happening... IF I can find this, I can hopefully create a...
by WolfMerrik
Thu Sep 06, 2018 1:27 am
Forum: Code
Topic: RAD Jump (a better multijump framework)
Replies: 12
Views: 3859

Re: RAD Jump (a better multijump framework)

I'm glad to see people like it! It still needs some work, and it meant as a very basic script to be expanded on (no sfx, etc)
But I definitely like how it came out well, and beats the hell out of my old jump script haha =P
by WolfMerrik
Wed Sep 05, 2018 4:58 pm
Forum: Code
Topic: RAD Jump (a better multijump framework)
Replies: 12
Views: 3859

RAD Jump (a better multijump framework)

RAD Jump! So, I made a VASTLY improved jump script, which allows for a configurable amount of jumps/extra jumps. This could easily be modified, improved, to make items that give double jumps as a powerup/etc. It also fixes the "Bouncing" that happens when holding A, as it uses presses vs holding. I...
by WolfMerrik
Wed Sep 05, 2018 1:19 pm
Forum: PLATFORM MODULE TUTORIAL
Topic: monster projectile woes
Replies: 3
Views: 945

Re: monster projectile woes

The "ignore physics" (which I am assuming you are using) flag works strangely in the platformer module. I was working on a recode of that, solely for "bullet physics" but sadly have not had the free time with work. Have you tried just using "ignore gravity" instead, and removing the "ignore physics"?
by WolfMerrik
Tue Sep 04, 2018 8:20 pm
Forum: Code
Topic: A More Platformer Friendly Recoil
Replies: 16
Views: 4610

Re: A More Platformer Friendly Recoil

It really doesn't need to set the _lo values as it does, And I did this more out of a bad habit, You could easily remove those lines and add LDA #$00 ; Load a 0 value to set. STA Object_v_speed_lo,x ; Set the lo_values STA Object_h_speed_lo,x ; for both in one go. At the start of endRecoil: I am als...
by WolfMerrik
Tue Sep 04, 2018 10:55 am
Forum: NESmaker Help
Topic: GameObjects & Colors
Replies: 2
Views: 695

Re: GameObjects & Colors

Yeah it would be great if game objects could use Monsters palettes (from the screen settings), too. (would like to use different colored "keys"... currently I am limited... or I use some tricky monster objects when I really need pickup with very different colors) I guess coming up with the "how" is...
by WolfMerrik
Tue Sep 04, 2018 10:50 am
Forum: Code
Topic: A More Platformer Friendly Recoil
Replies: 16
Views: 4610

Re: A More Platformer Friendly Recoil

dale_coop wrote:
Tue Sep 04, 2018 6:22 am
Good idea WolfMerrik, I was thinking the recoil was a little too strong, too (for a plate former) :p
Thanks, man, I thought so too,
Adjusting the settings worked, but not enough for my liking
by WolfMerrik
Tue Sep 04, 2018 2:51 am
Forum: NESmaker Help
Topic: GameObjects & Colors
Replies: 2
Views: 695

GameObjects & Colors

So, the game objects use 2 palettes, the same two used by the player (being that they are a GameObject as well). Now, I know we are dealing with limitations of the NES, but is it possible to change the pallet of these items before they draw, and then swap them back? From what I have understood, this...
by WolfMerrik
Tue Sep 04, 2018 2:06 am
Forum: NESmaker Help
Topic: does someone have code for side scrolling/
Replies: 20
Views: 3697

Re: does someone have code for side scrolling/

There are already some basic "Scrolling" Code included, i have not figuered it out yet, but then again, I am focusing on the basics
by WolfMerrik
Tue Sep 04, 2018 1:29 am
Forum: Code
Topic: A More Platformer Friendly Recoil
Replies: 16
Views: 4610

Re: A More Platformer Friendly Recoil

; This script should be added to / Replace the current "DetermineRecoilDirection" ; ; In a platformer engine, we do not need to do 4-way recoils (well... we do, just not the same way!) ; In this way, all the recoils (except downward) give an upward vertical boost and a horizontal ; We use the value...