Sorry, I meant it wouldn't be the best fit. I definitely think the paint mechanics would fit better in Mario and Luigi than it would in Paper Mario, but I don't mean it's necessarily the best fit
Also, I don't think the card system fits in anywhere in an RPG that has an existing battle system. Also like I said I didn't mean the Mario Luigi series would be a better fit, I was thinking like a new 3D game or a spin-off. Just something that wouldn't take away from something else.
That wasn't where I was going, but it might fight better there actually. I'm not saying replace tried and true combat and action commands with cards, but considering the previous games like Inside Story, and Dream Team paint would fit better as a compliment to Mario and Luigi's ability to affect the world than it would to replace partners that allow you to get to new places
I was planning on it, but the one I'm working on is 1x1 to show things in one screenshot and this was before I was good with bgscreen stuff. They changed the way it works from Petit Computer
Sorry, but the armor has been replaced with these fruits. Using a fruit will boost a specific stat by 1 for the current map (maybe arcade mode will have fruits last until the end but no promises) and the "Enemy Queen" is only a versus thing now, but has been replaced with 4 "evil" classes for the story.
Please keep in mind that a lot has been changed/added. I started over from scratch and that's what I've been showing off. This is just to give an idea of the direction Queensmen is going
I don't think the coding is something worth learning from and the game is horribly unbalanced and far from finished, but if you peopleses want to get a feel for how Queensmen is going to work, I'll upload it and give a key. Just remember that nothing in this version is final, I've already made some changes to a few classes
This was my first major project when I first got Smile Basic. Back then it didn't even have a name, but now I've started rebuilding it from the ground up now that I'm a lot more familar with the differences between this and Petit Computer. I guess this is kind of an alpha of my Queensmen project. I lost motivation and haven't touched it since, but thought I should dig it up
Yup, I would put something like this:
TOUCH OUT TM,TX,TY
DISPLAY 1
SPOFS 5,TX,TY
SPCOLOR 5,RGB(0,0,0,0)
SPCOL 5,0,0,8,8
SPCOL 6,2,2,12,12
IF TM>0 THEN ANIMCHK=SPHITSP(5,6)
IF ANIMCHK>0 THEN ANIM=ANIM+1
IF ANIM>ANIMMAX THEN ANIM=0:FRAME=FRAME+1
IF FRAME>FRAMEMAX THEN FRAME=0
SPCHR 6,FRAME
I almost have a fully functional intventory system, I just have to make the items do stuff. The next project after that is a battle system. That's going to be a big project though.
Y=Y-1 is just fine. What I think is happening is that whatever decides the colors sees the -1 part as a number, but when you run the program, the computer just takes 1 away from Y. But if you want to prevent Y from going below 0 then type this
Y=Y-1
IF Y<0 THEN Y=0
In my opinion, Yes and no. The game itself looks decent. the paint mechanic might actually be cool, but it doesn't belong in the Paper Mario series. If this wasn't a Paper Mario game, or if it was just a spin-off I'd definitely be a lot more supportive, but it's not. I don't necessarily hate the game, just that it's replacing my favorite RPG series
Well, there's a few ways to make touch screen buttons. Two ways I can think of off the top of my head would be sprite collision and binary variables (it's easier than it sounds). And menus are pretty simple when you know the trick. What kind of touch screen controls would you like to learn?