Battle chip menu is almost ready. Chips icon are done using "GPUTCHR" with custom font. However, I remember that the function "GPUTCHR" used decimal values for the scale parameter on previous versions of smilebasic but now It doesn't.
Nevermind, I went to the SBS. I think you stand a great chance. Now, I have no idea what everyone else is doing, but you seem to be working very hard on this. I can't wait to see what it turns out as. I'd like to help with this, but I feel like the only thing I could possibly do is help make original sprites for the final product. (I'd be honored to do that btw)
That would be great. Actually, I've lost a lot of time doing sprites because sometimes I'm not convinced that they look good.
But I need to finish some stuff before that:
-Battle chip effects.
-Artificial inteligence for 3 entities.
-Panel effects on damage(Paint them yellow when an attack is over them).
-Win/Lose conditions.
With Encryption or a "fake-game" that hide the shared files.
ActorBug(Japanese guy) posted a program on the japanese wiki to compress all the files in a project to a single file and viceversa.(And it work pretty well. I have two copies of my project on the cloud: The compressed display 50476 and the uncompressed show 2367258)
I think I can upload a small game and the compressed file. Then, you'll need to use the program created by actorbug to uncompress the files.
About encryption... I saw the implementation of the algorithm "md5" in java but I want to see if I can change actorbug's compressor to encrypt all the data.
I don't know what do you mean with that question.
If you refer to a "program" that change the field of the battle, then yes, i have the tileset but I haven't done the events that change them in battle.
If you refer to a program to handle the overworld, then no and I have no plans to do that.
(I meant an overworld.)
The battle system takes up only one edit block of code, right?
(I learned freelance, so I'm sorry that I don't use the proper terminology)
I use 2 slots:
0: Executable
3: compiled files.
Right now I have 39 txt files in the project:
-1 is the executable
-1 is TH GRP editor.
-1 is hosiken's font editor.
-1 is the font file generated by the previous program.
-4 are from lowerdash(Compiler, base file, generic code generator and key setter for lowerdash keywords).
-The rest are the modules used on the game.
That can be done with other module. One of my modules is called GAME_LOOP. It store another module and call the following functions.
init_: Called once to create all the sprites and arrays.
destroy_: Clear all the sprites and free the memory of the arrays.
input_: Handle the input of the player.
update_: Handle the logic of the game.
render_: self explanatory.
I usually just use tags with slightly different names.
(@Init, @draw, @control, @return)
I use @control to handle both button input and game logic, even though I know that's an impractical thing to do :v