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PostPosted: Sun Mar 04, 2018 11:05 pm 
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Location: Fort Wayne, Indiana
zzo38 wrote:
Please supply the ability to skip cutscenes. I find cutscenes annoying and you can just put everything in the book anyways.

They're already optional. You can move the cursor down from "Show intro" to "Start" and just use that option to start the level instead, which will go right to the level. That'll also prevent any other cutscenes like post-battle ones from showing.

You can also abort out of any dialog (including signs) with Start.


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PostPosted: Mon Mar 05, 2018 1:58 am 
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NovaSquirrel wrote:
zzo38 wrote:
Please supply the ability to skip cutscenes. I find cutscenes annoying and you can just put everything in the book anyways.

They're already optional. You can move the cursor down from "Show intro" to "Start" and just use that option to start the level instead, which will go right to the level. That'll also prevent any other cutscenes like post-battle ones from showing.

You can also abort out of any dialog (including signs) with Start.
O, OK, that is good then.

_________________
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PostPosted: Fri Mar 09, 2018 12:12 pm 
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Hello,

I tried to modify the source code to have no damage. i find in enemy.s the increment damage counter :

inc ObjectF4,x ; increment damage counter
lda ObjectF4,x
cmp #4

i tried to modify cmp #4 with higher value but it doesn't works. I suppose there are others tests elsewhere, but were ? :roll:


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PostPosted: Fri Mar 09, 2018 12:47 pm 
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Location: Fort Wayne, Indiana
jogynes wrote:
I tried to modify the source code to have no damage. i find in enemy.s the increment damage counter

You want HurtPlayer in global.s. You can just replace its code with an RTS. What you found was code for an enemy that takes 3 shots to die.


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PostPosted: Fri Mar 09, 2018 1:01 pm 
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it works fine, thanks :D


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PostPosted: Thu Apr 05, 2018 1:29 am 
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Location: Fort Wayne, Indiana
Progress update:

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I started on an in-game level editor/sandbox thing, and it will be the very last level in the game.

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Platforms that fall down when you step on them. They can actually go in any direction, not just down.

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I made a few levels for world 5, which takes on an art style similar to Double Action Blaster Guys. I made a video showing gameplay, and also showing one of the world 4 bosses.

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You can fight Forehead Block Guy! He's the new World 2 boss. He walks at you while continuing to throw blocks.

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The first world 4 boss is my old Fighter Maker 2 character, and he has three attack phases, where he first attempts to kick you, and then attempts to bodyslam you, and then does this trickier attack where he flies into the sky and stomps. You hurt him a few times to get him to move onto the next phase.

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The second World 4 boss is on the background layer, so I think the boss fight will end up involving platforms made of sprites. Not sure past that.

I think I'm actually on track to finish this game this year, probably in June. I only have a few more levels and bosses to make, and I've gotta apply the rest of the polish I wanted to have as well as put the soundtrack in.


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PostPosted: Sun Apr 08, 2018 4:22 pm 
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I was thinking earlier that it would be pretty fun if there was a boss fight with no floor, but randomly generated platforms moving from the sides of the screen.


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PostPosted: Wed Apr 11, 2018 3:43 am 
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Location: Croatia
A level editor! Awesome!


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PostPosted: Mon Apr 16, 2018 8:18 am 
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Posts: 46
It's fun to look through this thread and see all the progress you've made with your game. Keep up the great work!


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