Here comes finally, after losing interest some years ago and starting to work on my idea again some days ago after an interesting conversation with an other coder which motivated me to continue coding a Code implementing Mario and Luigi's reserve sytem for Toad, Peach and Link.
Version 3.0 is out now with the following Features:
-Hud works for split and unsplit screen (except for Transition between both when Player 2 has gone ahead once
-reserve item is now kept between Levels
-Peach got a proper Propeller sprite and according configuration(Peach-4.ini) as well
-you can now choose between drop functionality and instant change by using ToadReserveDrop and …_p2 for drop/ ToadReserve and …_p2 for instant change (however, I can't set X and Y Speed to 0 / Y Speed to -3 when spawning the NPC and when I try Setting it after spawning with NPC.get, it throws the global NPC (a Nil value) error so the Propeller shroom will float up and down over the Player(mod the Y coordinate at which npc 34 is spawned if it floats too high for your Player to reach) and the mushroom goes slightly left/Right.
Also Propeller for p2 acts like normal spinjump atm without throwing any Errors so I'll Need to fix that asap.
Make sure to delete the lines from if Player.character == 1 to the second end from below when playing in 2-player-mode to not have a second half cutoff item box on the rim.
Additionally, there comes a Code that gives all characters the powerup-system from NSMBDS, now for Player 2 as well. Unfortunately, Audio in 2nd and Videos are not synchrone but that won't affect Gameplay, I hope.
But now I want to finally grant you a glance into how it works ( timer api and checking numbers not present in download, ): https://youtu.be/VFBRu9_Szv4.1.0
V 2.0:
V 3.0:
I think a visual representation of the reserve box in action would be nice.
As for making the characters keep the power-ups in-between levels, you need the data class. The only way to store data and use it in other levels, or the world map even.
I think a visual representation of the reserve box in action would be nice.
As for making the characters keep the power-ups in-between levels, you need the data class. The only way to store data and use it in other levels, or the world map even.
Thanks for mentioning I forgot the Video when reposting the Topic. Unfortunately, I have no idea of how to use the data class but will check the corresponding section on the PGE Wiki and if that doesn't help, ask on the Forum for help.
I feel like that's not a great choice for placement for the item box. It makes the HUD no longer have equal spacing on each side. I think it would be better to place it either underneath the hearts (and then drop functionality would make sense as would be expected with the itembox but I didn't see it in the video) or above the hearts with the hearts redrawn lower
Beware, though, the propeller may not be working but I haven't checked.
Thanks for linking these powerups. However, I'm not sure if the original scripts work for Toad either but am working right now on moddifying them so they do and have finished with Propeller and Superflower.However,the cloudflower seems a lot more difficult so I may add it later if I manage to get it to work at all.So for now I'll Focus on getting it to look alright when used with splitscreen.
Reserve Powerup for Toad, Peach, Link How to use Camera Memory Offset 0x20?
Hello Guys,
Finally got the reserve sytem to work with 2 Player mode.However, my box for player2 gets offscreen in splitscreen. However, I found the camera class and the Is Split Screen? Offset address. So I tried this but got an error saying Camera class not having static mem. address Offset:
As I have no idea whether this value could solve that split screen issue and if so how to use it properly I'd really apreciated if someone could tell me how to use it or if I have to do it with Player 1.x > player2.x + z or player1.x < Player2.x - z with z being the first Pixel after which screen is split. I don't know the exact difference after which screen splits though so feel free to tell me if you do.
I feel like that's not a great choice for placement for the item box. It makes the HUD no longer have equal spacing on each side. I think it would be better to place it either underneath the hearts (and then drop functionality would make sense as would be expected with the itembox but I didn't see it in the video) or above the hearts with the hearts redrawn lower
For the placement, you're absolutely right so it will be changed in next update. Have placed it now underneath the hearts. For the drop functionallity: that's something I'll try as well as I think it's just spawning the powerup-npc in the reserve, setting its x-speed to 0 and its y speed to some value if the dropItemKey is pressed.
However, I have to fix all possible Scenarios of placement of item reserve first, especially with the support of 2 Player mode which I want to add in the next update. There has to be considered the splitscreen as well as the case where one player uses Mario or Luigi and the other one Link, Peach or Toad. However, I don't know exactly when I have how much time I have the next few weeks due to exams and me moving houses to the city where I'm studying during the week (except for holidays)
after a long long wait I have finally good news for you:
I recently regained interest in SMBX and LunaLua and therefore have done a good junk of fixing my old script from years ago, so drop functionallity and instant change work flawlessly in single player. They also would work already for more characters except for toad peach and link (I quickly tested Wario tonight and will continue with chars like rosalina, Megaman, etc. tomorrow as well as designing and implementing the item box design for these characters as I think a powerup floating in mid-air looks kinda weird. Another thing I plan on looking at is the custom powerup script someone made and set my reserve script up in a way it works with said script and therefore (theoretically) endless powerups. So stay tunes as I should be able to post an update with a new download as well as new video material tomorrow or the day after.