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Post by nemezes on Mar 16, 2018 4:22:43 GMT -5
I have: Enemy2=addsprite( 1,1) PropSprite Enemy2,1020,1 I need modification in gameplay to ( 2,2). How to modify the size of sprite? you can do this: Enemy2=addsprite(1,1) PropSprite Enemy2,1020,1 To change Movesprite Enemy2,0,0 Enemy2=addsprite(2,2) PropSprite Enemy2,new number,pallette It should work
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Post by nemezes on Feb 10, 2018 9:14:41 GMT -5
here is a simple example on how to use big maps.. this example has 3 maps, each one with 32 tiles width (256 pixels) = total of 96 tiles width (768 pixels). jump = C button punch = B button punch the boxes to destroy them. Attachments:platform big.zip (6.82 KB)
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Post by nemezes on Feb 9, 2018 21:01:35 GMT -5
now I figured out how to correct a bug when making bigger scenarios.
before it was showing some wrong parts of the scenario, now it is everything ok.
on the video, it is a scenario with 1704 pixels width, 224 pixels height.
I also published the ROM at the description of the video.
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Post by nemezes on Feb 9, 2018 20:56:50 GMT -5
Great Work !! thanks!
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Post by nemezes on Jan 24, 2018 11:12:59 GMT -5
maybe because casanova jr overwrites some of the first 256 tiles. you can do so you have 223 font tiles (from 0 to 222) + 1120 image tiles (from 223 to 1343) = 1343 tiles loaded the font tiles from 223 to 256 are overwrited with the image tiles. this may work. Oooops! Last tiles in the font file is occupied by cyrillic symbols which I printed a text with. Maybe, I should use the [Tile Source Offset from Label] option in LoadTiles command to skip the unused symbols (for example, latin and digits) in the begin of the font file during a font loading? I dont know this tile source offset, or how to skip unused symbols.. other way is load the image first, then load your own font, but I dont know how to write using your own font, maybe you will have to create some function. or to make simple, resize your image to a small view, that uses less than 1120 tiles.
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Post by nemezes on Jan 23, 2018 16:35:52 GMT -5
Whats "VN mode"? If you're using more than 1344 tiles, then that's probably causing your issue, especially if you're scrolling the background and/or using more than 1 plane. As I already said, font (256 tiles) + background(1120) uses 1376 tiles summary, but the backgrounds of Casanova Jr. early versions has been used 1120 tiles too, and nevertheless, they hadn't such graphic bug. "VN mode" is a demonstration of visual novel mechanics example (activating with B button press in game start menu). maybe because casanova jr overwrites some of the first 256 tiles. you can do loadtiles image,1120,223 so you have 223 font tiles (from 0 to 222) + 1120 image tiles (from 223 to 1343) = 1343 tiles loaded the font tiles from 223 to 256 are overwrited with the image tiles. this may work.
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Post by nemezes on Jan 12, 2018 9:56:59 GMT -5
You can overwrite the first 256 tiles font. I just dont know how to recover them, or you can load your own font later.
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Post by nemezes on Jan 12, 2018 7:06:43 GMT -5
Here is a screenshot of buggy "VN mode". Strange text shifting was removed. But I still couldn't understand how to remove the shifting of background. something like this happened to me, because I was loading more than 1343 tiles in total using the loadtiles. lets say you load 300 tiles for sprites loadtiles sprites,300,257 then you load 1300 tiles for a background loadtiles bkg,1300,357
you see that in total it is using 200 (sprites) + 1300 (bkg) = 1500 tiles, more than supported. to correct you can overwrite some tiles you are not using, or resize the background image.
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Post by nemezes on Jan 12, 2018 6:59:50 GMT -5
Hi! Is there a way to play xgm music along with an effect also in xgm? It would be using the fm sound effect, instead of pcm. Please, whoever can help, I am very grateful. original language: Oi! Existe um modo de tocar música xgm juntamente com um efeito também em xgm? Seria usando o efeito com som fm, ao invés de pcm. Por favor, quem puder ajudar, fico muito grato. using the XGM driver it is possible to play a song (format XGC) and play 4 effects simultaneosly (format RAW). the example by stef at the first post of this thread "explains" how to do it. portuguese: utilizando o driver XGM é possível tocar uma música (formato XGC) e executar até 4 efeitos sonoros simultaneamente (formato RAW). o exemplo feito por stef na primeira postagem deste tópico "explica" como fazer isto.
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Post by nemezes on Jan 11, 2018 14:50:33 GMT -5
here is a video showing that it is possible to make a bigger scenario using the castlevania example by moon. ( devster.proboards.com/thread/760/castlevania) on the example of the video, there are 5 maps, each one with 32 tiles width and 28 tiles height. there are some bugs when drawing the scenario and with some collisions. also, you can notice that there are the variables: - xR (real x position in tiles - see it can go up to 157 tiles) - x (x position over each map, from 0 to 31 - as each map has 32 tiles widht) - y (y position) - mapa (showing in which map the character is) it is possible to apply this technique to any game. in theory, the scenario can go up to 32600 pixels widht. I say 32600 pixels because of the limitation with positive numbers in BEX. if the community wants it, I can share the BEX code.
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Post by nemezes on Jan 10, 2018 18:57:48 GMT -5
now I can handle collisions using a big map on the castlevania example.. in theory it can go up to almost 32600 pixels width. It loads maps of 32 tiles width. in my example it has 4 maps of 32 tiles, total 4*32 = 128 tiles = 1024 pixels width. but, doing this way it has some problems when drawing the maps (using drawtiles) and there is a collision problem when walking right when reaching the end of a map, I do not know how to correct but there is a simple level design way to avoid it (do not put walls on the first columns and on the last columns add 1 tile in height in comparison with the tiles in the first columns). if the comunity want it, I can share here with an attachment..
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Post by nemezes on Jan 9, 2018 13:13:26 GMT -5
the small platformer game became "astronauta perdido" (in english: "lost astronaut") it is a small puzzle maze game. plot: the escape pod sent the astronaut to a planet where it has a space rocket that can send him back home... controls: A=restart level, B=laser shot, C=jump, START=pause. link for the ROM at the description of the video. have fun playing.
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Post by nemezes on Jan 8, 2018 12:24:14 GMT -5
Thank you. The game is 100% complete now. Expect news soon. really nice game.. I played a little bit, but it is hard to manage the controls and to avoid enemies properly. and every time when I walk a lot throw the scnario and get hit, I went baaaaaack to the save point. would you consider to add some kind of life? if the player get hit, it will lost some life and stays at the same place.. lets say the player can get hit 3 times before go back to the save point. could you tell how did you manage to do a big scenario? do not need to post the code, but just the theory behind it.
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Post by nemezes on Jan 7, 2018 15:25:54 GMT -5
me and some friends were studying how to deal with BEX and we found those castlevania examples by moon.. we made some modifications over the code and got some good results, now we want to share with the comunity. here is what we did, it is version 01.. maybe in the future we can add some enemies. the player can jump, walk, duck (thats not new) and throw some shurikens (now this is new).. --> throw the shurikens is the improvement. also we changed the way the animations work. <-- we let the original PNG images that we use to convert using imagenesis. shinobi.png is the original image org_tiles.png is how we organized the image shinobiOK.png is the image that we open on the imagenesis, the pink color is used as transparency shinobi.bin is the convertion of shinobiOK.png to use with BEX shinobiPaleta.bin are the palette colors to use with BEX. here is micro_shinobiV01 Attachments:micro_shinobiV01.zip (23.24 KB)
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Post by nemezes on Jan 6, 2018 13:01:28 GMT -5
small platformer game in development.
I am going to change all the sounds/music, for now they are just placeholders to learn how to deal with the xgm code.
I am getting some trouble with some collisions, but it is playable.
Soon this small game will be finished.
version 1:
version 2:
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