4.0.11 UPDATE!

Here is the link to the wedNESday tutorial for making an Adventure game. Done something cool with it? Modified it in some way? Want to ask the community about creating additional features for it? Post things Adventure Module here!
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dale_coop
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Re: 4.0.11 UPDATE!

Post by dale_coop » Mon Sep 03, 2018 8:17 pm

Glad you did :)
-----
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My games: PRESS START GAME / UNDERGROUND ADVENTURE
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dark_crow_66
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Re: 4.0.11 UPDATE! (Adventurer Module PlayerHurtSound

Post by dark_crow_66 » Wed Sep 05, 2018 6:48 am

Is anyone having issues with the Player hurt sound when loading 4.06 adventure game on 4.011? I was able to get everything to work fine, reset all codes that needed to be slightly altered with update, added all my sound effects and everything plays fine, except when i get hit by an enemy. For some reason Adventure_HandlePlayerHurt script is the only script with a "PlaySound #SFX_(SFX LABEL)" that will not load properly, so I am not able to select the sound I want this SFX to use, for example sfx_ouch or sfx_zap.

If i have my last two lines of code in the Adventure_HandlePlayerHurt script as follows calling the SFX_LABEL it will bug out and crash game when hit by enemy:

PlaySound #SFX_PLAYER_HURT
doneWithPlayerHurt:

If last two lines in script call the sound effect directly in the Adventure_HandlePlayerHurt script it works fine, for example

PlaySound #sfx_ouch
doneWithPlayerHurt:

Or

PlaySound #sfx_zap
doneWithPlayerHurt:



Any idea why i can not set the player hurt sound like I would set any other sound effect using the SFX Labels? Thanks.
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dale_coop
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Re: 4.0.11 UPDATE!

Post by dale_coop » Wed Sep 05, 2018 9:00 am

Had the same issue... made the same modifications.
Don't know what is happening here (and didn't make further tests)
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All I need: A Damn Fine Cup of Coffee
My games: PRESS START GAME / UNDERGROUND ADVENTURE
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dark_crow_66
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Re: 4.0.11 UPDATE!

Post by dark_crow_66 » Thu Sep 06, 2018 5:14 am

dale_coop wrote:
Wed Sep 05, 2018 9:00 am
Had the same issue... made the same modifications.
Don't know what is happening here (and didn't make further tests)
Dale have you been able to get Death Blocks to work on Adventure Module for update 4.0.11? I been playing around with code, but keep getting errors.
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dale_coop
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Re: 4.0.11 UPDATE!

Post by dale_coop » Thu Sep 06, 2018 6:13 am

dark_crow_66 wrote:
Thu Sep 06, 2018 5:14 am
Dale have you been able to get Death Blocks to work on Adventure Module for update 4.0.11? I been playing around with code, but keep getting errors.
Yes, I have death tiles working, I modified the "playerDeath.asm" script:

Code: Select all

CPX player1_object
    BNE finishedPlayerDeathTile
 
    LDA player1_object
	CMP #$FF ;; this would mean he's dead.
	BEQ finishedPlayerDeathTile
	
	;;ELSE Player DEATH
    .include SCR_HANDLE_PLAYER_DEATH
    
finishedPlayerDeathTile:
 	RTS
And assigned this script to a Collision Type in the "Project Settings > Scripts settings".

...I think that's the only modification I made.
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All I need: A Damn Fine Cup of Coffee
My games: PRESS START GAME / UNDERGROUND ADVENTURE
Wildheart_Baby
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Re: 4.0.11 UPDATE!

Post by Wildheart_Baby » Thu Sep 06, 2018 9:54 am

Weirdest error, I followed the adventure game tutorial for the projectile, but when I get the pickup and the ability to fire, it fires once then the player is stuck and can't fire again. I created a new project to ensure code I added to the other project wasn't affecting the projectile code.
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dale_coop
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Re: 4.0.11 UPDATE!

Post by dale_coop » Thu Sep 06, 2018 10:07 am

Check your "Action Steps"... the action step "2" need to have a animation speed different then 0 and "End of animation" to "GoToFirst".
And maybe check that you have sounds imported in your proejct (because the script uses the "sfx_shoot" sound), or comment the line "PlaySound #sfx_shoot" in the create_projectile script.
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All I need: A Damn Fine Cup of Coffee
My games: PRESS START GAME / UNDERGROUND ADVENTURE
elisavage
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Re: 4.0.11 UPDATE!

Post by elisavage » Tue Sep 18, 2018 12:10 am

So when I d/l the tutorial assets from the website to follow along with the video tutorial they seem to only have the NewAssets in the d/l. As I follow along I am a not sure where to find, for instance, the .monster and module files Joe loads in from the adventure tutorial folder at about 40:59 in the video. Did I miss something simple in the steps to bring in these basic assets? All of the proper .bmp files are in the adventure assets downloads, but none of the monster files etc. I have been making each of the elements for animation for the player character, but it is slowing down my tutorial progress.I suppose this will be helpful in the long run because I am inputting all of this info? Bu if anyone has experienced trying to start the tutorial from scratch having purchased nesmaker at the .11 build, have you figured this out?

Cheers,
Eli
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jsherman
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Re: 4.0.11 UPDATE!

Post by jsherman » Tue Sep 18, 2018 1:31 am

You are supposed to build the monsters and objects yourself. Joe had "cheat" imports that he used to save time on the tutorials.

If you are starting with the 4.0.11 platforming tutorial, then you may be missing some fundamental concepts. You can always watch older tutorials to fill in the gaps. While some details may have changes, the concepts remain the same. At the very least, watch the adventure module tutorial, as many of the basics are re-established there. You will have to invest a lot of time with the videos, but pace yourself because there is a lot to learn to succeed! :)
"Turtle Rescue" updates can be found here: viewtopic.php?f=13&t=112
elisavage
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Re: 4.0.11 UPDATE!

Post by elisavage » Tue Sep 18, 2018 1:34 am

So I went ahead and built up all of the player animations and set the actions. I also applied the code bugfix above. When I export and test I just get a black screen from FCEUX. I made sure to select skip start screen in the project info. Any ideas?


elisavage wrote:
Tue Sep 18, 2018 12:10 am
So when I d/l the tutorial assets from the website to follow along with the video tutorial they seem to only have the NewAssets in the d/l. As I follow along I am a not sure where to find, for instance, the .monster and module files Joe loads in from the adventure tutorial folder at about 40:59 in the video. Did I miss something simple in the steps to bring in these basic assets? All of the proper .bmp files are in the adventure assets downloads, but none of the monster files etc. I have been making each of the elements for animation for the player character, but it is slowing down my tutorial progress.I suppose this will be helpful in the long run because I am inputting all of this info? Bu if anyone has experienced trying to start the tutorial from scratch having purchased nesmaker at the .11 build, have you figured this out?

Cheers,
Eli
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