Solved! Version (4.5.9) Player Character Glitch/Platformer Game.

Hi, I am currently making a platform game, I am using a start screen for my game. I have noticed while play testing using Mesen and by using an outside emulator on PC and mobile. That if I press/ hold down any of the undefined (A,B,Select,Up,Down,Left,Right) buttons on the controller/keyboard. Before I press, start, the game starts up with the same glitch each and everytime. Please see screenshot below:
2022-03-23 .png

As you can see the player appears in the left hand corner of the screen by the ladder as a glitch. Only when the player starts to move the players sprite, it displays correctly. This glitch also effects the Maze and Adventure styles of game too. I have found a work around by defining all the buttons mentioned above. In the Input Scripts section, so when the player presses these buttons on the start screen. It resets the game and by doing this it has solved the problem to a degree. The glitch never appears after I do this. But it's not a perfect solution though.

My question is there another way to solve this glitch problem. So when the player presses these buttons to have the game appear to do nothing? While on the Start Screen and not for the game to glitch like this. When the game starts, like many professional Nes games please.

I have a copy of Mystic Origins and wanted to test if the glitch occurs with Joe's game by doing this? The glitch doesn't occur, so either Joe fixed this issue? Or this problem didn't occur with a older version of Nesmaker?

Is it possible once the player warps to the first level to reset the screen to clear this glitch?
 
Last edited:

dale_coop

Moderator
Staff member
Yes, it's a "bug" from the new version of NESmaker.
I remember a few people had that issue, I don't remember how they fixed that (or the workaround used).

hmmm... maybe in your start input script (or the script you use when pressing the button), you could try adding a:
Code:
ChangeActionStep player1_object, #$00
To force the player to load his action step 0.
 
Yes, it's a "bug" from the new version of NESmaker.
I remember a few people had that issue, I don't remember how they fixed that (or the workaround used).

hmmm... maybe in your start input script (or the script you use when pressing the button), you could try adding a:
Code:
ChangeActionStep player1_object, #$00
To force the player to load his action step 0.
Thank you Dale, that seemed to work. Excellent! :)
 
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