But that doesn't mean I don't want somebody to make a Grand Dad game. And I'm not talking about romhacks like Grand Dad Bros. or Grand Dad the 13th either
Also, since you have to use an array for storing background data you'd need to setup one for each bg layer. With everything together, it would look like this,
XSCREEN 2
DIM BGL0[0]
LOAD L$ '(DAT:SC_RM0304_L0)
GOSUB R$ '(@RM0304)
The subroutine actually uses a string as a label. For example, a base string is made by turning the X/Y coordinates into a string and added to "RM". So let's say we have B$="RM0304", then we'd make R$="@"+B$ and we'll want to make a string for each bg layer as well so it would look like L1$="DAT:SC_"+B$+"_L1"
I never bothered with Data and personally I try to avoid arrays. For setting objects for a certain room, I have a subroutine set for loading each room, and in that subroutine are a bunch of SPVAR functions containing each objects behavior and X/Y coordinates
You want to know where I learned? Well sorry to disappoint, but I know what I know from pulling my hair out trying to learn from the example programs in Petit Computer and a manual like website that's not up anymore. Once I had a decent grasp on SmileBasic it was practice practice practice for about 4 years
How's this for dirt and sand? I've never drawn dirt or sand before, so I took inspiration from Woodman's stage and Kirby's Adventure. I think it turned out ok, but it might be too simplistic. As for the grass, I thought it would be better to have long thin strands so they can be recolored for dying grass in a desert stage, not sure if thesand was for a beach or a desert.
I think the sprites look pretty good! They look like a cross between Cave Story and River City Ransom. Also, they look like pirates. Please let this game be about pirates!
Oops... I did not know this could happen. Well now we know I guess. And in case anybody is wondering I just wanted to see if you could throw bombs over the walls