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ExhaustinAustin

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About ExhaustinAustin

  • Birthday 01/26/1997

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  1. Alright, I the merging method and got it working, hooray, now I'll just have to take the important parts of that document and transfer them over into the main game file when I'm done. (I also put in variable "e" that flips to 1 when joy0left and 2 when joy0right which will determine which side the idle sprite is facing depending on last button press) It's not a necessity if there's no way around it, but is there a command that can set the speed of the character lower. The player is a sneaky burglar, so it doesn't make sense for him to make a mad dash across the playfield to get to his destination.
  2. Alright, so besides using the "! and &&" method (which you advised against, so I deleted it after I just tested it for S&G), I'm stumped I've got two different files now, one that controls the sprite on a playfield with animation and one that does the same, except only in his idle sprite . I've tried the include/include files but that hasn't worked for me, as I'll just get a black screen It seems like I would just need to know which pieces of code to combine, add, or leave out in my file(s), but nothing that would work is popping out. I'm wondering if I could do something with else, but in the end, that just might be as inefficient as the && method. https://drive.google.com/open?id=0Bxp7vOf1Q7lVZjJVU2hVX3RZTWc
  3. thanks for your help ^^ I really appreciate it. I guess for my first question: I've the animation for my character, so I'm wondering: how do I add in an "idle" animation when there's no directional input on the joystick. If I stop moving, he just sort of runs in place set kernel_options playercolors player1colors pfcolors set tv ntsc x=75 : y =75 main COLUP0 = $06 COLUP1 = $06 COLUBK = $00 f=f+1 player1x=x player1y=y if f=10 then player1: %0100010 %0010010 %0011100 %1011100 %1011100 %0111111 %0011101 %0011110 %0110101 %0111111 %0111111 %0011111 end if f=10 then player1color: $02 $06 $06 $0C $02 $02 $0C $3E $02 $FA $FC $FE end if f=40 then player1: %0001000 %0001000 %0001000 %0011100 %0011100 %0011100 %0011100 %0011110 %0110101 %0111111 %0111111 %0011111 end if f=40 then player1color: $02 $06 $06 $0C $02 $02 $0C $3E $02 $FA $FC $FE end if f=70 then player1: %0100010 %0010010 %0011100 %1011100 %1011100 %0111111 %0011101 %0011110 %0110101 %0111111 %0111111 %0011111 end if f=70 then player1color: $02 $06 $06 $0C $02 $02 $0C $3E $02 $FA $FC $FE end if f=100 then player1: %0001000 %0001000 %0001000 %0011100 %0011100 %0011100 %0011100 %0011110 %0110101 %0111111 %0111111 %0011111 end if f=100 then player1color: $02 $06 $06 $0C $02 $02 $0C $3E $02 $FA $FC $FE end if f=40 then f=0 drawscreen player1x=x : player1y=y if joy0right then REFP1 = 0 if joy0right then x=x+1 if joy0left then REFP1 = 8 if joy0left then x=x-1 if joy0up then y=y-1 if joy0down then y=y+1 goto main
  4. if I split the code into multiple files, will it automatically run every code file at the same time, or is there an extra step? ( like having to combine them into one in the end and updating that one, big file every time you have to make a change to a single code file)
  5. So hey there^^ I've decided to pick up and start learning bB and using the visual tool recently. To be honest,I've got more of a background in art, I've never programmed a day in my life before recently. Unfortunately, all of the information I've found so far seems really disorganized and I haven't found any sort of hub or directory that shows examples of code and explaining how the information actually works. I've had a few problems so far, but I know how to do part of what I want. If anyone could point me in the right directions when it comes to specific tutorials/ part of guides and such, that would be great. The project itself is called "Magnificent Heist" it's a top-down, Zelda-style, stealth based dungeon crawler where you play as a thief and have to evade lasers, spotlights, and security guards as you go deeper through a building to burgle treasure. Things I can do/ know I can do: - Create and place sprites (multiple copies of one as well) on a playfield - sprite animation multicolor sprite/pfcolor kernels (also the no_blank_line) - missile creation (I won't it for this project, however) - programming lives/ how to lose them - sound effects - items (temporarily invisibility cloaking device) Things I've struggled with: - creating working controls for the player - proper playfield dimensions/structure (how to form a "good" screen that's big and isn't cut off when emulated, how to design a level for the 2600) - Keeping Code Organized ( as the project gets bigger, I'm wondering how I'm going to keep everything straight/in their own sections) Things I'll need to figure out/learn eventually for this project - Title Screen - moving from one screen to another - applying a transition animation to that screen change (similar to the Zelda transition when you move screens) - Enemy logic (A spotlight/ guard chasing you if you get to close to a guard or touch a spotlight it and lose health/ a life to it once) - multiple "floors" with a few rooms on each floor, possibly the need to search the rooms for a key to get to the next floor - progressive difficulty with each floor - end goal that sends back to title screen So yeah, if anyone could give me some advice or point me in the right direction that would be great. As of posting this, my current issue is the inability to get the player character to move. I'm at work on my phone, so I'll have to wait until later to share the file/code, but If anyone has more advice, thoughts, scathing criticism, etc. I'd love to hear that as well ^^
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