Cursed Bushido (Platformer Module)

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dark_crow_66
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Cursed Bushido (Platformer Module)

Post by dark_crow_66 » Sat Jun 16, 2018 5:37 am

Simple single screen test of platformer module after I finally got the ROM to load. Gonna be fun to mess around with this one.

https://www.youtube.com/watch?v=_G9fIjV ... e=youtu.be
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jsherman
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Re: Cursed Bushido (Platformer Module)

Post by jsherman » Sun Jun 17, 2018 1:20 pm

I like it. We all have to start somewhere, and I like the assets you already have in place.
"Turtle Rescue" updates can be found here: viewtopic.php?f=13&t=112
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dark_crow_66
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Re: Cursed Bushido (Platformer Module)

Post by dark_crow_66 » Thu Jun 28, 2018 5:48 am

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dale_coop
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Re: Cursed Bushido (Platformer Module)

Post by dale_coop » Thu Jun 28, 2018 7:18 am

Very nice! Love your video, the colors, the characters <3
For the death animation, I think you should uncheck « alt physics », else the sprite « falls » to bottom left.
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All I need: A Damn Fine Cup of Coffee
My games: PRESS START GAME / UNDERGROUND ADVENTURE
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Mihoshi20
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Re: Cursed Bushido (Platformer Module)

Post by Mihoshi20 » Thu Jun 28, 2018 11:42 am

Loving it. Game is looking very sharp (Mo pun intended.). I could have easily seen this game on the NES back in the day.
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dark_crow_66
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Re: Cursed Bushido (Platformer Module)

Post by dark_crow_66 » Thu Jun 28, 2018 1:24 pm

Thanks Dale. I was wondering what I accidentally clicked to make him slide on death.
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MistSonata
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Re: Cursed Bushido (Platformer Module)

Post by MistSonata » Thu Jun 28, 2018 4:33 pm

dark_crow_66 wrote:
Thu Jun 28, 2018 1:24 pm
Thanks Dale. I was wondering what I accidentally clicked to make him slide on death.
Try going into System\Routines\HandlePlayerDeath.asm and inserting

Code: Select all

 LDA #$00
 STA Object_movement,x
Right after the line "CreateObject temp, temp1, #$08, #$00".

Your code should look like this:

Code: Select all

HandlePlayerDeath:
	TXA
	STA tempx
	TYA 
	STA tempy
	;;;;;;;;;;;;;;;;;;;
	LDX player1_object
	LDA Object_x_hi,x
	STA temp
	LDA Object_y_hi,x
	STA temp1
	CreateObject temp, temp1, #$08, #$00
	;; new code here!
	LDA #$00 
 	STA Object_movement,x
 	;; end new code
	;; need to do this redundantly, otherwise, the death object will be in same slot as player
	LDX player1_object
	DeactivateCurrentObject
	;;;;;;;;;;;;;;;;;;;
	StopSound
	;PlaySound #$00, #$00
	LDA #$FF
	STA player1_object
	
	LDX tempx
	LDY tempy
	RTS
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TheNew8bitHeroes
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Re: Cursed Bushido (Platformer Module)

Post by TheNew8bitHeroes » Fri Jun 29, 2018 2:49 pm

Good instinct! But, that, if using the physics engine, will still deal with "deceleration", so if the speed was MORE than #$00 for some reason when it's created, it would continue to move, and just begin to decelerate as if you're not pushing the button.

I would suggest this, but ALSO, you could load #$00 and:

Code: Select all


STA Object_h_speed_lo,x
STA Object_h_speed_hi,x
STA Object_v_speed_lo,x
STA Object_v_speed_hi,x

Depending on other settings you might have set up, this may or may not be necessary. But if movement is turned off, and speed is hardcoded set to 0, that should definitely stop it from moving.
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MistSonata
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Re: Cursed Bushido (Platformer Module)

Post by MistSonata » Fri Jun 29, 2018 6:59 pm

I actually had no idea that was a thing you could do. I'll have to look into how those variables work.
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dark_crow_66
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Re: Cursed Bushido (Platformer Module)

Post by dark_crow_66 » Mon Jul 02, 2018 5:11 am

Cursed Bushido New Title Screen
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