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Re: Made "CutScenes Introduction Screens" (for between Start Screen and Playable Screens)

Posted: Sun Sep 30, 2018 7:50 pm
by davidpgil
dale_coop wrote:
Sun Sep 30, 2018 4:32 pm
I think you could... because the "compile" menu launch the batch: "asm6 MainASM.nes game.nes demo.txt"
But why would you do that outside of NESMaker... the better would be to use NESMaker to make your objects, write your code, and then compile the code to have the game.nes.
If you want to do things outside of NESMaker, I think NESMaker is not for you.
If you want more info, watch the different videos on the Youtube channel or on Vimeo.
My main reason for wanting the potential to assemble my project outside of NESMaker is, I don't want to be tied to an ecosystem. For example if all of a sudden, NESMaker decides to be a subscription service (which I would never agree to), I could just move my project elsewhere. I saw this happen with both my favorite 3Dsoftware and all of my favorite 2D art apps. I felt taken advantage of. Another example of this was when I was using Godot to make my game then suddenly they decided to not support the current file format they created and they made a new one that my files could not support. Its possible I could have just rebuilt the project, but I felt again like I was subject to somebody elses whims.

I do like using tools that make things convenient and easy to do, however, as I got older I am starting to appreciate the freedopm of the old tried and true formats and the freedom og not being tied to an ecosystem. Imagine if you were building a house and you had a hammer, then the company who created the hammer started charging fees just to use it. Youd be upset. You invested all this money to build a house and now someone else has come in and made your sacrafice more difficult.

I hope you understand where i'm coming from. Perhaps you are right, I should just code my own free and open tool that everyone can use, instead of hoping you guys can make my life easier.

Re: Made "CutScenes Introduction Screens" (for between Start Screen and Playable Screens)

Posted: Wed Oct 10, 2018 4:59 pm
by DanielT1985
dale_coop wrote:
Wed Aug 22, 2018 8:29 am
NEW SCRIPTS !!!
CUTSCENES FOR NESMAKER 4.0.6 --> http://nesmakers.com/viewtopic.php?p=4010#p4010



OLD TECNHIQUE (4.0.0) :
Last night, I managed to make some "Introduction Screens" (in a not very beautiful way), to be played between the Start Screen and the first playable screen.

Image

The technique I used is a variable "IntroScreens" initialized at "3" (because I have 3 intro screens) and used 3 normal screens that I designed like I wanted for my intro screens (assets, with some texts,... for exemple).
To link one screen to other, I used the "warp" functionality (as I can specify where my player will appear and I wanted to have him on the screen).

I made a script "WarpToNextScreen.asm" that check the "IntroScreens" variable, if not equal to "0", it decrease it and trigger a Warp! Else (if equal to "0", means no more Introduction screens to show, so the script to nothing). I assigned that script to the Press A button.

I modified all the the input/movement/loadScreens scripts to disable/skip some parts when the "IntroScreens" variable is not equal to "0".


(I will need to check with the v 4.0.2 that coming :p)
Do you have a script for just disabling the Hud? I already have an opening text cutscene for me, and all I need is the script for disabling the hud.

Also, I'm using 4.0.11

Also, Also, is there a 2nd code for disabling the player?

Re: Made "CutScenes Introduction Screens" (for between Start Screen and Playable Screens)

Posted: Thu Oct 11, 2018 9:11 am
by dale_coop
Yes, in the "HandleScreenLoads.asm" screen, you could skipDrawingHud_GameHandler on a specific test (LDA $MyVariable CMP #$01 JMP skipDrawingHud_GameHandler), like I did here: http://nesmakers.com/viewtopic.php?p=4010#p4010
To disabling the player, you could ChangeObjectState of your player to set an empty animation... or try doing like the textbox code (call the "HideSprites" MACRO... then maybe the "ShowSprites" one)

Re: Made "CutScenes Introduction Screens" (for between Start Screen and Playable Screens)

Posted: Sat Oct 13, 2018 9:43 pm
by CutterCross
I might as well share this here: https://www.youtube.com/watch?v=O0J44fdQCFU&t=3s

I managed to make a Ninja Gaiden style opening for my NESmaker project, so it IS doable, and actually a lot simpler than your cutscene system!

Re: Made "CutScenes Introduction Screens" (for between Start Screen and Playable Screens)

Posted: Sat Oct 13, 2018 11:19 pm
by Craigery
Cuttercross that looks professional AF. Consider me jealous!

Re: Made "CutScenes Introduction Screens" (for between Start Screen and Playable Screens)

Posted: Sun Oct 14, 2018 4:10 am
by Bucket Mouse
CutterCross wrote:
Sat Oct 13, 2018 9:43 pm
I might as well share this here: https://www.youtube.com/watch?v=O0J44fdQCFU&t=3s

I managed to make a Ninja Gaiden style opening for my NESmaker project, so it IS doable, and actually a lot simpler than your cutscene system!
Oh wow! I'd love to know how that was done!

Re: Made "CutScenes Introduction Screens" (for between Start Screen and Playable Screens)

Posted: Sun Oct 14, 2018 7:37 pm
by dale_coop
CutterCross wrote:
Sat Oct 13, 2018 9:43 pm
I might as well share this here: https://www.youtube.com/watch?v=O0J44fdQCFU&t=3s

I managed to make a Ninja Gaiden style opening for my NESmaker project, so it IS doable, and actually a lot simpler than your cutscene system!
I am really interested in a small tutorial ;)
Love your intro video!

Re: Made "CutScenes Introduction Screens" (for between Start Screen and Playable Screens)

Posted: Sun Oct 14, 2018 11:32 pm
by CutterCross
Craigery wrote:
Sat Oct 13, 2018 11:19 pm
Cuttercross that looks professional AF. Consider me jealous!
Bucket Mouse wrote:
Sun Oct 14, 2018 4:10 am
Oh wow! I'd love to know how that was done!
dale_coop wrote:
Sun Oct 14, 2018 7:37 pm
I am really interested in a small tutorial ;)
Love your intro video!
I'll have to make a separate post dissecting my cutscene system. Thanks for all the support guys!

Re: Made "CutScenes Introduction Screens" (for between Start Screen and Playable Screens)

Posted: Mon Oct 15, 2018 7:04 pm
by SeaFoodAndButter
@CutterCross Yeah, I'd love to see a tutorial how that was done (I'm subbed to your YT channel). I wanted to do something similar to the Journey to Silius opening on NES.

Re: Made "CutScenes Introduction Screens" (for between Start Screen and Playable Screens)

Posted: Mon Oct 15, 2018 7:23 pm
by CutterCross
SeaFoodAndButter wrote:
Mon Oct 15, 2018 7:04 pm
@CutterCross Yeah, I'd love to see a tutorial how that was done (I'm subbed to your YT channel). I wanted to do something similar to the Journey to Silius opening on NES.
That would actually be easier to create than my animated cutscenes, since nothing is really animated in the Journey to Silius intro. All you'd need to do is make a few screens made of background tiles and find a way to move from one to the next without player input.

(Also, Journey to Silius in an EXCELLENT game. One of my favorites on the NES.)