Mihoshi20
Member
Is anyone else using the latest beta having issues with pickup items not removing All Pickups Locks to triggering screens, I.E. changing monster placements for Day Triggered.
I've created a pickup key as a monster, set it to pickup/powerup in the monster Details tab and gave it a bounding box. I've also placed it on a screen and set that screen's type within screen info to 2. The adjacent screen contains the all pickups lock tiles (Tile Type 6) and its screen type is also set to 2. Touching the pickup item makes the item vanish and the score set to +1 but it never actually removed the pickup lock tiles nor triggers the monster changes.
Tile Type 06's asm file only contains the 2 code entries required to make a tile solid and no other code.
Curious as to if anyone else has had this issue. Monster locks work as intended.
Experimenting with the previous version (NESmaker 3.1.4(Pi)(2)) pickup items and all pickups locks work as intended so I may just try and isolate the scripts related to them and port them over or backport the project to this version. Though it's baffling what exactly changed, or what I missed from the vimeo tutorials that address this.
Update: Issue Resolved. JSR countAllTargets was commented out in the HandleObjectCollisions.asm portion of the pickup/collectible assessment. Uncommenting the line restored the function.
I've created a pickup key as a monster, set it to pickup/powerup in the monster Details tab and gave it a bounding box. I've also placed it on a screen and set that screen's type within screen info to 2. The adjacent screen contains the all pickups lock tiles (Tile Type 6) and its screen type is also set to 2. Touching the pickup item makes the item vanish and the score set to +1 but it never actually removed the pickup lock tiles nor triggers the monster changes.
Tile Type 06's asm file only contains the 2 code entries required to make a tile solid and no other code.
Curious as to if anyone else has had this issue. Monster locks work as intended.
Experimenting with the previous version (NESmaker 3.1.4(Pi)(2)) pickup items and all pickups locks work as intended so I may just try and isolate the scripts related to them and port them over or backport the project to this version. Though it's baffling what exactly changed, or what I missed from the vimeo tutorials that address this.
Update: Issue Resolved. JSR countAllTargets was commented out in the HandleObjectCollisions.asm portion of the pickup/collectible assessment. Uncommenting the line restored the function.