Looking at your Tower of Turmoil videos, I saw that You managed to get enemies to stay on platforms, which is something I tried doing but failing miserably.
I just used the MonsterBlock asm file and made a new tile type in the Project Settings tab. Then I just place those tiles on each side of a platform with a monster on it.
I know it wasn't really included in the Platformer tutorial, so I'll just provide it here if you don't have it.
Code: Select all
;; MONSTER BLOCK ;;; skip monster block if player LDA Object_flags,x AND #%00001000 ;; is it a monster? BEQ skipMonsterBlock;; skip monster block if not a monster ;; do any other checks here. Is there a bit you want to use to determine ;;; whether or not specific monsters ignore monster blocks? like flying monsters, etc? LDA #TILE_SOLID STA tile_solidity skipMonsterBlock: RTS
The Tower of Turmoil: viewtopic.php?f=13&t=227
I think what your are looking for is dale_coop's thread on cutscenes.
http://nesmakers.com/viewtopic.php?f=3& ... t=hide+hud
He temporarily disables the hud in that code. The what I am going for here is to not only disable it, but to also remove it entirely to make room for different stuff.