Dimension Shift

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Mugi
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Re: Dimension Shift

Post by Mugi » Thu Mar 14, 2019 3:41 pm

dale_coop wrote:
Thu Mar 14, 2019 9:17 am
Great cave stage! I love the water effect.
You right, it would be very great if Joe would implement animated tiles settings in NESMaker... to make it easy for not advanced users.
Im sure that he will. The question is more like "when?"
It would be much better for everyone since our way of dealing with it is completely outside of the tool, so it's not really comfortable to use.

on that one, DS is currently getting some new stage areas as I'm working more of the cavern tilesets and layout of the cavern area itself.
aside that, the pause feature is now finalized (added color emphasis as suggested by kasumi, and made it so that the monsters and objects actually freeze instead of just stop moving when the game is paused.)

sans that, I finally fixed a REALLY REALLY old issue with the attack, where the sprite weapon draws instantly when B is pressed, but since the attack animation has 2 frames, it had a single frame that looked like there's just a
floating fist in the air. I got so used to it over time that I just completely forgot the whole thing, but that's now been fixed and the weapon only starts drawing from the second frame of animation on attack.
a really minor thing but man, does it make everything look cleaner or what ? lol.
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dale_coop
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Re: Dimension Shift

Post by dale_coop » Thu Mar 14, 2019 3:49 pm

Oh really? You fixed the fist animation? This IS cool! (and adding the PAUSE too)
LOVE your game <3
(btw, the boss in the demo is f****** tough to beat!)

For the animated tiles.... Joe plans to make it for the 5.0 (means maybe for the summer):
We are using a lot of the input that we've been getting from users over the course of the competition to judge how to proceed with development of NESmaker 5.0. Obviously, there are still components that need adding...the music component, better special screen control, some default save data mode, some default animated tile system (though cool to see a few games have figured out solutions for this already!!!!).
(source: https://www.kickstarter.com/projects/13 ... ts/2441101)
-----
Sorry about my poor english
All I need: A Damn Fine Cup of Coffee
My games: PRESS START GAME / UNDERGROUND ADVENTURE / UNDERGROUND ADVENTURE (Arcade version - Byte-Off-2019)
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Mugi
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Re: Dimension Shift

Post by Mugi » Thu Mar 14, 2019 4:03 pm

yeah i saw this, and that's what why im sitting on it at the moment.
I could put out the method used on DS, but that would just mess games up for the future of nesmaker. the bankswitching code of DS does take a nice chunk of code space, and once the feature is implemented into NESmaker
your game would have 2 sets of bankswitching code in it, which isnt really a good idea i dont think. (also, the way it's made on this game takes some modifications since it completely reworks the way handlescreenloads works and adds new assemblies to the mix. I'd have to write out clean copies for implementing them for other games too... which would be a mess.)

and yeah, it's so nice to have the punch animation fixed now.
(the boss gets easier once you beat him a few times ^^;)

edit: here's a tiny clip of how the pause and the punch looks like now. (still need to add a sound to the pause though.)
makes the game look a fair bit more polished :)

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Lother
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Re: Dimension Shift

Post by Lother » Thu Mar 14, 2019 7:14 pm

I see that you've created a monster spawner, you have surely created a special script that you've associated to an AI action step.
_____
The game I'm currently working on : FIGHT OF THE PHOENIX
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Mugi
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Re: Dimension Shift

Post by Mugi » Thu Mar 14, 2019 7:25 pm

yeah, the monster spawner is an AI script that checks what stage of the game is currently active, and spawns a different monster based on that.
it's a fairly simple script to create.

Code: Select all

    TXA
    STA tempx
                        ; are we in a stage or a boss fight ?
    LDA BossFightEngaged
    BEQ spawnStageMonster
    JMP spawnBossAddOn    
                        ; we're on a stage (monster limit per screen is 4)
spawnStageMonster:          
    CountObjects #%00001000, #$00
    LDA monsterCounter
    CMP #$04
    BCS +
    JMP doMonsterSpawn
+     
    JMP monsterLimitReached

doMonsterSpawn:    
                        ; which stage are we on ?
    LDA currentStage
    CMP #$02            ; we're in Stage C (temple)
    BEQ spawnTempleMonsters
; add rest of the stage checks here.
    JMP monsterLimitReached
    
spawnTempleMonsters:    
    LDA Object_x_hi,x
    STA temp
    LDA Object_y_hi,x
    STA temp1
    CreateObject temp, temp1, #$11, #$00, currentNametable
    JMP monsterLimitReached

                        ; we're on a Boss Fight (monster limit per screen is 3)
spawnBossAddOn:    
    CountObjects #%00001000, #$00
    LDA monsterCounter
    CMP #$03
    BCS +
    JMP doAddOnSpawn
+     
    JMP monsterLimitReached
    
doAddOnSpawn:    
                        ; which stage are we on ?
    LDA currentStage
    CMP #$02            ; we're in Stage C Boss (King Blob)
    BEQ spawnTempleBossAddOn
; add rest of the stage checks here.
    JMP monsterLimitReached
    
spawnTempleBossAddOn:    
    LDA Object_x_hi,x
    STA temp
    LDA Object_y_hi,x
    STA temp1
    CreateObject temp, temp1, #$10, #$00, currentNametable
    JMP monsterLimitReached


monsterLimitReached: 
    LDX tempx

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dale_coop
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Re: Dimension Shift

Post by dale_coop » Thu Mar 14, 2019 7:43 pm

Agreed! Nice PAUSE and punch<3
-----
Sorry about my poor english
All I need: A Damn Fine Cup of Coffee
My games: PRESS START GAME / UNDERGROUND ADVENTURE / UNDERGROUND ADVENTURE (Arcade version - Byte-Off-2019)
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Lother
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Re: Dimension Shift

Post by Lother » Thu Mar 14, 2019 8:51 pm

Very nice indeed. d-(o.<)

I guess the pause was fairly simple to implement, am I right?

(... Adding a pause fonction in my game would be a good idea. I have some ideas for enemies, bosses and game mechanics I want to implement, but that will require help.)
_____
The game I'm currently working on : FIGHT OF THE PHOENIX
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Mugi
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Re: Dimension Shift

Post by Mugi » Thu Mar 14, 2019 9:39 pm

the pause is just poking a couple bits of gamehandler to stop things in their tracks, then just draws sprites to the screen to write "pause"
i wrote a guide on how to do that on the community tutorials yesterday.
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Mugi
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Re: Dimension Shift

Post by Mugi » Fri Mar 15, 2019 4:17 am

Someone (chronicleroflegends maybe?) was asking me earlier about screen to screen transitions with fades and i said i didn't implement them since the idea was to have scrolling instead of transitions.
I did reserve an use for them though, they're for stage changes. =)

I do have to correct myself though, about the easiness of this, because slapping a fade into a screen transition that reloads everything and mom and trying to make it play nice took a bit more optimizing than we though.
the loading routines had to be reordered a little (palettes were dragging late) and we even discovered a nice bug where doing 2 transitions fast enough caused garbage to load in sprite bank. But that works now.

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dale_coop
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Re: Dimension Shift

Post by dale_coop » Fri Mar 15, 2019 1:00 pm

Yeah fading transitions is what I wanted of my cutscenes...title screens... for the demo, I followed your suggestions and use object actions (end of actions).
But would really love to have a real/solid fading transition system.
-----
Sorry about my poor english
All I need: A Damn Fine Cup of Coffee
My games: PRESS START GAME / UNDERGROUND ADVENTURE / UNDERGROUND ADVENTURE (Arcade version - Byte-Off-2019)
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