If you want to be super lazy with the bump animation, ignore the mov_bump function in the last half of this video and just change tab 4 line 14 from p_sox,p_soy=dx*8,dy*8 to p_sox,p_soy=dx*4,dy*4. It doesn't look as smooth, but it still fundamentally works, which I thought was pretty neat if you are totally out of tokens.
Thank you very much for making this tutorial series Another possibility for the bump animation that saves a little bit of tokens is: local tme = 0.5-abs(0.5 - p_t) p_ox,p_oy = p_sox*tme, p_soy*tme
I have already posted on this video, just rewatching the first bit to stay motivated as I re-setup the base of my project because I have some extra UI stuff I wanna add but messed up on. Well, I got it right the first time, but didn't index my array properly. Then I realized the array thing, but I had changed a lot of the code and now it just straight up returns errors, so back to the start line lol. I am making it so my inventory window shows 6 items, and scrolls through the list. It's actually really easy so I am sad I had the issue with the arrays and messed the code up lol.
Edit: I had a long thing here about how to change the movement system to make it work better, but it actually works fine and I am just silly. Optionally, if you have the space, you can add in a check within each of these branches that checks if that input's opposite is also being pressed, and do nothing. This will make it handle basically exactly like most gameboy RPGs.
I cannot reproduce this error. The function won't trigger two button presses because once the first successful button press is registered, the update function is set to UPDATE_PTURN and the loop is interrupted with a RETURN.
@@LazyDevs Yes, actually I started the project over from the ground up to really get a grip for what you were showing, and I think the issue is that I must have forgotten the return statements the first time 🤣 I just left this here because of the second part. With your system the controls are uniquely separate, but I am still adding the functionality of, for example, if both left and right are down, instead of still moving left he just doesn't move. Which is only slightly helpful, with a btnp you can hold it and it will eventually move continuously, so if you hold left or right, then hold the other, instead of moving left it stops. Of the player never holds a button they will never know so it's not a huge deal lol, I just am a fan of gameboy controls.
Hey, So I started following these tutorials recently, but when I try to add a trigger to change rooms, the collision stays the same as the first room, is there any way to fix this?
@@LazyDevs Hello! I love your videos :) I've learned so much, what I meant is that by using the same walking animation function but changing the 8 to 3 in the pixel adjustment to tile made a similar animation to bumping into a wall without using two separate functions (it might not be the best way in the long run I just thought it would help optimize a little), again thank you for the classes, I hope I can make a small game from scratch and show it to you one day
I am using a 16x16 sprite but only the first sprite in the upper left of the four sprites collide with the walls, the other three walks into the walls. How can I fix this. Thanks
Hey Brandon. This is probably not the answer you want. But I would strongly recommend sticking with 8x8 sprites for this tutorial. A bigger sprite will pretty much break every part of this series for various reasons. This is a very demanding course as it is.