dale_coop said:Hmmm... check again your Action Step 05 (using the correct animation and this animation IS empty tiles).
functionalform said:NESmaker is basically an ASM6 frontend with accompanying code.
you can freely edit any and all of it, hence this coding forum.
dale_coop said:Yes you could say it's like an IDE for 6502 programming... sort of.
NESMaker comes with its own already coded engine. Then user can add graphics, make objects, sprites, tiles.
But anyone can modify ALL the scripts, adapt them, add new code, write monsters IA, write a complete different physics or collision system,...
dale_coop said: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.
dale_coop said: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.
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 )
CutterCross said: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!
CutterCross said: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!
Craigery said:Cuttercross that looks professional AF. Consider me jealous!
Bucket Mouse said:Oh wow! I'd love to know how that was done!
I'll have to make a separate post dissecting my cutscene system. Thanks for all the support guys!dale_coop said:I am really interested in a small tutorial
Love your intro video!
SeaFoodAndButter said:@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.