Patch 3.1.3 and tutorial video on how to implement

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TheNew8bitHeroes
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Patch 3.1.3 and tutorial video on how to implement

Post by TheNew8bitHeroes » Fri May 04, 2018 12:01 am

Beta backers can now download patch 3.1.3 from the download site, and a link to the tutorial video on how to implement it:

Link to all versions, including beta patch 3.1.3:
http://austinmckinley.com/8bit/beta.html

Link to YouTube video tutorial for implementing that patch:
https://youtu.be/eHmw8RitQFs

Looking forward to seeing what you guys come up with!
Bucket Mouse
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Re: Patch 3.1.3 and tutorial video on how to implement

Post by Bucket Mouse » Fri May 04, 2018 1:48 am

There doesn't seem to be a physical patch -- just an updated version of the program itself. Am I doing this right?

I copied all my saves and data over to the new folder, in the proper places -- but I'm still having the same issues I was before. My game still freezes on Screen 1, only now it does it all the time, whether or not a monster is on that screen.
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Re: Patch 3.1.3 and tutorial video on how to implement

Post by TheNew8bitHeroes » Fri May 04, 2018 2:41 am

There doesn't seem to be a physical patch -- just an updated version of the program itself. Am I doing this right?
Yes. That's correct. It's not a patch, per se. It's an updated version of the program, updated version of the tool, with updated version of the engine. My STRONG suggestion is that you completely start from scratch (even if you just make sort of a *tester* game file) and walk through the new tutorial file so you can see the changes made. This is why we warned people up and down flailing our arms not to fall in love with anything created with the beta versions of this software...underlying engine stuff will be radically changed, meaning memory addresses will change, meaning things will break as we get this to it's more finalized state.

All of your graphic assets should be fine to load again, which is the good news. But as far as screen freezes, whatever was causing your screen to freeze in the original save state may be causing it to freeze here as well, if you're copying over ALL 'data' over to the folder. I wouldn't copy ANY data over to the folder (except graphics, if you want...but it would be good practice for you just to rebuild those quick...the more you do it now in beta, the faster you'll be at it when you make your real game come August, and the better you'll be with the tool!).

You SHOULD be able to open save states with other versions of the tool just fine, but you'll have to watch what you're compiling over there...if you're compiling broken things that were broken when you originally made them, the patch may or may not fix it...in some cases, it may correct those upon re-export...in other cases, we may just have prevented the ability to do those things, but bad data will still cause issues.

Try what I'm saying...download a fresh 3.1.3, try going from scratch, even if you just create squares and circles for assets...see if you get the same issues if you follow the new tutorial. If so, let me know and we'll try to tech it.
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Rob Burrito
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Re: Patch 3.1.3 and tutorial video on how to implement

Post by Rob Burrito » Fri May 04, 2018 5:20 am

got through the tutorial, fun additions there! wanted to mention on the 3.1.3 download, the beta assets/graphics were not updated to include the projectiles, key, and pickup/monster tile bmp's. was able to make them in the pixel editor easily, but some folks might be confused where to find em or think they're missing.
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Re: Patch 3.1.3 and tutorial video on how to implement

Post by TheNew8bitHeroes » Fri May 04, 2018 10:47 am

Yeah - it should be a completely blank asset folder. It was intended to have users use their own graphics. I just didn’t want to take time showing that again :-)

So you got the new things working with no issues? :-)
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Re: Patch 3.1.3 and tutorial video on how to implement

Post by TheNew8bitHeroes » Fri May 04, 2018 2:45 pm

3.1.3 BETA CHALLENGES:

Let's see who can use what is learned in the 3.1.3 Beta to do some clever things. Again, please don't worry about breaking your game...if any of you are working on your magnum opus with the beta, you're doing it wrong...this should be for LEARNING the tool, and I can't think of a better way of learning the tool than challenging yourself to synthesize knowledge to make clever things happen!

So let's try a few simple, fun challenges - post video of any that you're able to accomplish here!

1) Create different weapons depending on if you press the A button or B button. (hint: create a new script, and think about how b button was used to create projectiles)
2) Make a monster or boss that has an animation state that looks like he's winding up to attack / inhaling to breathe fire / etc, before emitting a projectile. (hint: think end-animation)
3) Make a boss monster out of tiles, where only his eyes/hands/vulnerable points are objects, and when you defeat all the vulnerable points, he goes away (hint: think all monsters lock)
4) Make a monster that drops collectables as it moves around (hint: creates collectable objects...game objects are #$00-#$0F).
5) Make a monster that spawns other monsters (hint: monsters start at #$10, and are in order on your hierarchy list, but that monster you have this spawner create must ALSO be loaded in the group for the screen). If there are too many monsters on the screen, you might get slowdown and whatnot, but this is still a fun experiment to try!

Based on what you've learned so far in the tutorial, who can make these things happen? What other clever ways can you use what's already there to have interesting or unexpected effects? Let's see what you got!
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Rob Burrito
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Re: Patch 3.1.3 and tutorial video on how to implement

Post by Rob Burrito » Fri May 04, 2018 4:42 pm

yup! everything working as expected so far in the tutorial. only goof was the monster lock tile. when it disappears, didn't know the monster lock tile 4th palette color should match the ground color- as the palette doesn't revert to the ground palette. having an issue with the regular bug monsters getting stuck on the top of the screen. reverse direction is on with edge detection, gonna change up the bounding box to see if it helps. hoping to get to the challenge this weekend!
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Re: Patch 3.1.3 and tutorial video on how to implement

Post by TheNew8bitHeroes » Fri May 04, 2018 4:49 pm

Awesome to hear. It *could* be a wonky issue with speed/acceleration/bounding box issue...shouldn't be, but it's theoretically possible that it's an edge case!

Oh, and yes...forgot to mention that when these tiles are changing, the attribute value (sub palette) is NOT changing. Good note!
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jsherman
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Re: Patch 3.1.3 and tutorial video on how to implement

Post by jsherman » Sat May 05, 2018 6:52 pm

TheNew8bitHeroes wrote:
Fri May 04, 2018 2:45 pm
3.1.3 BETA CHALLENGES:

So let's try a few simple, fun challenges - post video of any that you're able to accomplish here!

1) Create different weapons depending on if you press the A button or B button. (hint: create a new script, and think about how b button was used to create projectiles)
2) Make a monster or boss that has an animation state that looks like he's winding up to attack / inhaling to breathe fire / etc, before emitting a projectile. (hint: think end-animation)
3) Make a boss monster out of tiles, where only his eyes/hands/vulnerable points are objects, and when you defeat all the vulnerable points, he goes away (hint: think all monsters lock)
UNTITLED TURTLE PROJECT v3.1.3 :)
https://www.youtube.com/watch?v=b0Ar3_6zUH0

So I tried these challenges, and came close, but couldn't quite get it right. (Please forgive the crude animation. I still haven't rebuilt all of my animations.)

I cloned the script that creates a hero moving projectile, so that I can call another object with another button. Problem is, I can clone the script, rename it, and even edit it, but the game will not compile with the custom script. My guess is something to do with how the script uses memory and its colliding with the original hero projectile script, and I am not smart enough in that realm to know how to handle that.

My raccoon boss is made up of a body, and three "monster" parts that have to be defeated for him to disappear. That actually works. And if you look close at the video linked above, he does have a random arm shaking animation that fires off before his offensive action. But my biggest problem is getting the enemy projectiles to work. I am running into two issues. The first is the arms are on top of the raccoon, and since the raccoon is solid until the monsters are defeated, the projectile is blocked. But another issue I have is the arm on the right is intentionally positioned away from the raccoon to show its projectile is also not moving. I do have speed and acceleration values defined for the enemy projectile, but I still am having trouble getting all the stars to align.
"Turtle Rescue" updates can be found here: viewtopic.php?f=13&t=112
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TheNew8bitHeroes
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Re: Patch 3.1.3 and tutorial video on how to implement

Post by TheNew8bitHeroes » Sat May 05, 2018 7:39 pm

Good for you for taking on the challenges!

I'll give you a hint on the first challenge. I bet it's something really easy. You've got your first script (that I created) called CreateSimpleProjectileWithMotion. In fact, not only does the screen say that, the LABEL says that (the thing at the top, italicized in RED in the built in code editor). I'm guessing in your "clone" script, this said the same thing, too. Labels have to be unique. So try this again, but try using "CreateSimpleProjectileWithMotion_2" in that label space, or whatever you "rename" your script to...make sure that the label at the top is unique, just like how the file name for the script is unique. :-)

As for raccoon boss projectiles - the solid issue is one thing you'd have to get over for now, yes. You might have to put "shooting objects" farther away from solid objects (even if it makes no sense). I'll work on a way around this that is easy from the editor perspective, most likely.

For the second part...if your projectile is not moving. What OBJECT NUMBER does it create? What ACTION STEP does that create? These are important in teching the problem. Make sure that you're looking at the speed of the object being created. If you want it to shoot AT the player, make sure that the action step is also set to ignore physics. Make sure you watch that part.

But good job at cleverly trying to get around the problems! And great raccoon boss!
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