Coneguy 64 devlog & stuff

Did you define value2 here?

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Yes. I put this code in an “on overlap” corresponding to the coin tile.

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no don’t reference those variables outside of the element value pretty sure that breaks things

Hm, then I’m stumped!

sonic reference?
download
download

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yo need some help with taunts?

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As I said, use this

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@richard Sorry to ping you, but do you know how to fix this?

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If I do that, the game lags because of how big the tilemap is. Also I think the max tilemap size is 200x255, which is smaller than the size nessecary to make levels.

Thank you for the suggestion, though!

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yo Coneguy lore
he likes lemonade

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@TheConeGuy can you give me a little more context on what you’re trying to do? not sure i get it from the code snippets. give me as much detail as you can

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image
here’s a list of all the sprites traced here :
noise’s old escape HUD
some drawing of noise that mcpig made that has a jacket which i suppose was what coneguy was based of off?
a noise drawing from the “??? comics #1” comic (the one with the hat)
a pizelle taunt
peppino’s pepper pizza intro animation
noises idle animation
a sprite of noise after stepping on the water in the sewer and the beach stages.
couldnt find the rest

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So, to summarize:

I’m making a first level for my game, which is split up into 7 rooms. I created 2 variables for this room system, with the former being a 'room" variable that keeps track of which room the player is in, and a “level” variable that determines which level the player is in so that the “room” variable can be changed accordingly (there is only one level at the moment). I created a function that handles the tilemaps of the rooms. This function is called when the player touches a room-changing tile.

Most rooms have different types of tiles that can be “updated”, in a way. For example, you can have coins that can be collected by touching them, blocks that require speed to bust through, or blocks that change their solidity once touching a wooden pillar at the end of the level.

For some reason, though, when I remove a collectible/destroyable tile in-game (i.e. collecting a coin or destroying a block, if I leave the room and come back, that tile is still there.

I created this function that is meant to update the coins, as an example, but it just doesn’t work. Here it is.

This next screenshot is the block that handles when a coin is collected, and also sets the values seen in the previous function. Note that the “value1” variable was not used due to a change I made before I wrote this post.

I have absolutely zero idea how to fix this.

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Happy birthday!!

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@TheConeGuy hmmm… how are you storing your tilemaps? in order for tiles to save their state like that, you need to assign your tilemap to a variable (or put it in an array assigned to a variable). the tilemap block returns a new tilemap every time you call it.

for example, a function like this won’t persist changes because it’s calling “set tilemap to” with the tilemap block directly so that each time a level is set it’s loaded with a fresh tilemap:

image

however storing your levels in an array like this will persist changes because you’re not getting a fresh tilemap each time:

image

here’s a sample project that uses variables to switch between rooms and persist state:

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He did it!!!

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I added a new “room” parameter with the same name as the room variable, but now the game will not run and just gives me a “reading_fields” error.

Here’s the code. I put it in an image because Makecode refused to let me share it as a link.

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@TheConeGuy that’s happening because you are trying to check what tile a sprite is on in your forever loop before you actually load a tilemap. Make sure you set the tilemap before calling any blocks that try to check what a tile at a location is

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Devlog 0.6:

Some moves that I implemented over a couple days. These are all images because I could not compress a video to the max file size of 4MB for the life of me.

Also, s o m b r e r o.

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happy birthday mate

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