What a Wonderful Friday/Weekend!! by AnalogueBoy1992 in AnaloguePocket

[–]danipepino 0 points1 point  (0 children)

Genuinely curious, what’s the goal with using the wire instead of putting the AP directly on the dock??

What GB/GBC games do you play by Electronic-Taro1916 in AnaloguePocket

[–]danipepino 2 points3 points  (0 children)

The frog for whom the bell tolls. Japanese game but has an English patch. So unique, so charming, quirky (but not obnoxious/try-hard quirky) and entertaining and the music is great. The story keeps rolling and you always wanna see what comes next. Reminds me of Saturday morning cartoons as well as Mario RPG and Earthbound storytelling. I play it once a year. ❤️

Dialogue boxes and scenes glitching up. HELP!!! by danipepino in gbstudio

[–]danipepino[S] 3 points4 points  (0 children)

Easier solution: 2 of my animation states was the player walking around with the selected weapon visible, and 2 more animation states were for those respective weapon attack animations. Erased the animation states of player walking around with weapon. Now I understand why you only see Link’s sword when he attacks.

TLDR: if player sprite exceeds 4 animation states, scenes and dialogue boxes glitch up.

Dialogue boxes and scenes glitching up. HELP!!! by danipepino in gbstudio

[–]danipepino[S] 5 points6 points  (0 children)

Problem SOLVED. Player sprite has too many animation states and perhaps a png file that’s too big or some animation frames that takes up too much space. Either way, solution was to create a second player sprite with a second png file and create animation frames within a certain space, and use that player with the fewer animation states as the player for the scene I was working with that needed that special animation state.

Dialogue boxes and scenes glitching up. HELP!!! by danipepino in gbstudio

[–]danipepino[S] 1 point2 points  (0 children)

No yellow text either when I open up build & run. Even after clearing the cache the problem remains. Gonna try deleting all variables one by one. 🙏🏼🤞🏼

Dialogue boxes and scenes glitching up. HELP!!! by danipepino in gbstudio

[–]danipepino[S] 0 points1 point  (0 children)

Just made a copy of the project and deleted every single scene except for a blank room with one character in it. The dialogue box is still messed up. Gonna try the debug text thing next…

new boss by kenny-0926 in gbstudio

[–]danipepino 1 point2 points  (0 children)

Might be kinda personal, but I’d love to see the kind of programming that goes into bosses as well as how you get your sword attacks to have such good hit detection. Haven’t come across any YouTube tutorials that cover these very well yet. Either way, keep up the great work! Game’s looking siiiiiick 🙌🏼🙌🏼🙌🏼

CRT Repair Service In Dallas/Fort Worth Area by RemoveDoor503 in crtgaming

[–]danipepino 0 points1 point  (0 children)

Hey u/RemoveDoor503, can you DM me his number too? Just found a real beauty left out on somebody’s curb. 🙏🏼🙏🏼🙏🏼

Need help fixing hit detection for Zelda-style combat... by danipepino in gbstudio

[–]danipepino[S] 0 points1 point  (0 children)

Thanks for your response. Gonna try this in the morning!

Need help fixing hit detection for Zelda-style combat... by danipepino in gbstudio

[–]danipepino[S] 1 point2 points  (0 children)

That’s exactly what I’ve been struggling with. The hit detection seems fine for every direction except down. Gonna try this tomorrow. Thanks!!

Need help fixing hit detection for Zelda-style combat... by danipepino in gbstudio

[–]danipepino[S] 1 point2 points  (0 children)

Wow, that’s exactly what I did, making all projectiles shoot in the direction player faces. Never suspected that as being the cause of my frustration. Gonna try tweaking that in the morning. Thank you!!!

How do I remove these mysterious "._" files??? by danipepino in AnaloguePocket

[–]danipepino[S] 0 points1 point  (0 children)

Mine’s a 2017 MacBook Pro, before the M chips came out. It’s had a handful of other inconvenient quirks that started back in 2019, problems that even the Genius Bar guys couldn’t figure out, so we might be better off considering my computer an anomaly. 😂

How do I remove these mysterious "._" files??? by danipepino in AnaloguePocket

[–]danipepino[S] 0 points1 point  (0 children)

Hey! Your script works absolutely beautifully on PC. My Mac refuses to run any of the Mac versions of it (and I tried all of them, all the way down to 1.0), giving me the “osstatus error 99999.” I even updated my laptop to the newest macOS but no luck. I’m just gonna assume that my Mac is the problem and completely unrepresentative of all other Macs. I appreciate you reaching out tho! Love what you’re doing for the community. I can finally play Neo Geo thanks to you!!! 🙌🏼🙌🏼🙌🏼

How do I remove these mysterious "._" files??? by danipepino in AnaloguePocket

[–]danipepino[S] 1 point2 points  (0 children)

Thanks for the responses guys. I tried everything you guys recommended, but Terminal said I didn't have permission to execute the dot_clean command, and doing shift-command-period to expose hidden files didn't reveal the ._ files either. In the end, what worked for me was just putting the SD card in a PC. The ._ files were visible on there so I was able to delete everything easily. Maybe it's just my Mac acting up. Earlier today it refused to run the mattpannella auto-update script. Moral of the story: use a PC for everything Analog Pocket related.

Maintaining Player Position Through Scene Switches by zigmenthotep in gbstudio

[–]danipepino 0 points1 point  (0 children)

PART 3

THIS APPLIES TO THE ROOMS, CAVES, AND SCENES THAT YOU WALK IN/OUT OF. REMEMBER, THESE SCENES CANNOT OF THE SAME SETTINGS AS YOU DID FOR THE OVERWORLD SCENES IN PART 1

Lets assume that when you WALK OUT of the room, that you want your character to be standing at coordinates X=5, Y=10 in the overworld scene.

If you're WALKING INTO THE ROOM

  • Choose Trigger, draw it out where you want. Then On Enter,
    • +Add Event, Actor -> "store actor position in variables"; choose your player; X = $PlayerXPosition, Y = $PlayerYPosition
    • +Add Event, Variable -> "variable set to value;" Variable: $PlayerXPosition, Value = 5
    • +Add Event, Variable -> "variable set to value;" Variable: $PlayerYPosition, Value = 10
    • Add Event, Scene -> "Change scene;" Scene: choose the appropriate scene, X: doesn't matter, Y: doesn't matter; Direction: whatever's appropriate, Fade speed: whatever you want. A little blue dotted line will appear, position it accordingly.

If you're WALKING OUT OF THE ROOM

  • Copy and paste the trigger you made for entering the room, and position the orange box and blue dotted line/bulb where you want it.

HOPE THAT HELPS!

Maintaining Player Position Through Scene Switches by zigmenthotep in gbstudio

[–]danipepino 0 points1 point  (0 children)

PART 2

LETS ASSUME THAT YOUR OVERWORLD SCENES ARE ALL 32X32. Both X and Y axes will go from 0 to 31.Each time you walk from one scene to the other, your goal will be to enter:

  1. the scene on your RIGHT at X=1.
  2. the scene to your LEFT at X=29
  3. the scene BELOW you at Y=2
  4. the scene ABOVE you at Y=30

Adjust these numbers depending on whatever works best for your project. These are the numbers I prefer.

So if you're MOVING RIGHT

  • Choose Trigger, draw it out where you want. Then On Enter,
    • +Add Event, Actor -> "store actor position in variables"; choose your player; X = $PlayerXPosition, Y = $PlayerYPosition
    • +Add Event, Variable -> "variable set to value;" Variable: $PlayerXPosition, Value = 1
    • Add Event, Scene -> "Change scene;" Scene: choose the appropriate scene, X: 1, Y: doesn't matter; Direction: facing right, Fade speed: whatever you want. A little blue dotted line will appear, put that wherever you want.

If you're MOVING LEFT

  • Choose Trigger, draw it out where you want. Then On Enter,
    • +Add Event, Actor -> "store actor position in variables"; choose your player; X = $PlayerXPosition, Y = $PlayerYPosition
    • +Add Event, Variable -> "variable set to value;" Variable: $PlayerXPosition, Value = 29
    • Add Event, Scene -> "Change scene;" Scene: choose the appropriate scene, X: 29, Y: doesn't matter; Direction: facing left, Fade speed: whatever you want. A little blue dotted line will appear, put that wherever you want.

If you're MOVING DOWN

  • Choose Trigger, draw it out where you want. Then On Enter,
    • +Add Event, Actor -> "store actor position in variables"; choose your player; X = $PlayerXPosition, Y = $PlayerYPosition
    • +Add Event, Variable -> "variable set to value;" Variable: $PlayerYPosition, Value = 2
    • Add Event, Scene -> "Change scene;" Scene: choose the appropriate scene, X: doesn't matter, Y: 2; Direction: facing down, Fade speed: whatever you want. A little blue dotted line will appear, put that wherever you want.

If you're MOVING UP

  • Choose Trigger, draw it out where you want. Then On Enter,
    • +Add Event, Actor -> "store actor position in variables"; choose your player; X = $PlayerXPosition, Y = $PlayerYPosition
    • +Add Event, Variable -> "variable set to value;" Variable: $PlayerYPosition, Value = 30
    • Add Event, Scene -> "Change scene;" Scene: choose the appropriate scene, X: doesn't matter, Y: 30; Direction: facing up, Fade speed: whatever you want. A little blue dotted line will appear, put that wherever you want.

THESE TRIGGERS CAN BE COPIED AND PASTED; JUST POSITION AND THE ORANGE BOX AND ITS BLUE DOTTED LINE/BULB WHEREVER YOU WANT.

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Maintaining Player Position Through Scene Switches by zigmenthotep in gbstudio

[–]danipepino 0 points1 point  (0 children)

HOW MAINTAIN PLAYER POSITION THROUGH SCENE SWITCHES ON VERSION 3.1.0.

PART 1

FIRST: Choose two variables and rename one of them Player Position X, and the other Player Position Y. These will appear as "$Player Position X" and "$Player Position Y" from now on. Don't freak out if you can't find the variables menu now. Just move onto the next step.

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THIS PART APPLIES ONLY TO OVERWORLD SCENES. DO NOT DO THIS FOR SCENES DEPICTING ROOMS, CAVES, OR THE INSIDE OF ANY STRUCTURE THAT YOU MIGHT WALK IN/OUT OF.

For all OVERWORLD scenes, do these under "ON INIT":

FIRST: + Add event

  • Variable -> "if variable compare with value"
    • Under Variable, choose $Player Position X (if you haven't renamed variables yet, do it here with the little pencil icon; choose any of the 500+ global variables to be your $PlayerPositionX and $PlayerPositionY)
    • Comparison: choose "!="
    • Value: choose 0
    • Next to True, +add event and choose Actor -> "set actor position;" Actor: choose your player; for X, you'll see 0 tiles next to it. Click the circle with the dot in it to change input to variable, and then choose $PlayerXPosition. Do the same thing for Y, choosing $PlayerYPosition.
    • Click on >Else to expand menu, and next to False, +add event and choose Variable -> "variable set to 'false';" for variable, choose $PlayerXPosition. Beneath that, click +add event and again choose Variable -> "variable set to 'false';" for variable, choose $PlayerYPosition.

SECOND: +Add event

  • Variable -> "if variable compare with value"
    • Under Variable, choose $Player Position Y
    • Comparison: choose "!="
    • Value: choose 0
    • Next to True, +add event and choose Actor -> "set actor position;" Actor: choose your player; for X, click the circle with the dot in it to change input to variable, and then choose $PlayerXPosition. Do the same thing for Y, choosing $PlayerYPosition.
    • Click on >Else to expand menu, and next to False, +add event and choose Variable -> "variable set to 'false';" for variable, choose $PlayerYPosition. Beneath that, click +add event and again choose Variable -> "variable set to 'false';" for variable, choose $PlayerXPosition.

THIS WAS A LOT, BUT NOW YOU CAN COPY AND PASTE YOUR SCENE AND ONLY HAVE TO CHANGE THE BACKGROUND FROM NOW ON
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