(08) Creating Game Objects - nroflmao/NesMakerHelp GitHub Wiki

1: Click on "Game Objects...Player" in the left hand pane to get the view below:

image

2: Use the Pixel Editor to load in your graphic assets (Refer to creating Background Tiles for info). Instead of saving the assets to the BckCHR_000.bmp save them to the GameObjectTiles.bmp.

3: In the Pixel Editor after loading your graphic assets, click on the "Background Palette" button to change it to "Monster Palette". Rename "MonsterPalette 0" to "player" to make it the player palette.

image

4: Load the GameObjectTiles.bmp and copy/paste your player asset tiles in. (Refer to creating Background Tiles for info).

image

5: Re-color your player asset tiles and change your player palette to make everything compatible.

image

6: Click the "Player" title under "Game Objects" in the left pane. Click "Manage Animations" and add idle Animations for Down, Up, Right, Left as shown:

image

7: Select the "IdleDown" from the pull-down menu and make your player look like the IdleDown position. Use the Width and Height to make the player size bigger.

image

8: Repeat for other Idle positions. Utilize the Copy Frame, Paste Frame, and Flip Frame to cover mirror image frames (i.e. left and right idle).

image

9: Repeat for Walk, Attack, and Victory. Add additional frames to cover animations.

image

10: Click on "Object Details" and edit the "Monster Animation Info" Dialog to create and assign animation types for each of the defined animations.

image

10.1: Begin editing the other tabs as shown below. Note that there seems to be a bug that doesn't remember changes made across tabs, you need to close the dialog after each tab change, then save, then re-open.

10.2: Edit the Details tab as shown:

image

10.3: Edit the Actions tab as shown for each Action Step. Note these are specific to the Adventure Module so must be followed exactly:

image image image image

10.4: Edit the Bounding Box tab as shown (drag in sprite area to create the bounding box)

image

11: Selecting "Export & Test" should generate the Player (can't move) in the overworld:

image