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Kl'Dck Hul HissingToaster
アメリカ
誕生日非公開
ゲームの腕前上級者
利用したゲーム機ニンテンドー3DS
フレンド0/100
フォロー4
フォロワー11
投稿数57
そうだね数45
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Kl'Dck Hul HissingToaster
Every noob who wants to make a command prompt? :p (And that one guy that actually wants to make a game too) I might even use this to cleanup my Lowerdash compiler... (if I can solve longest match...)
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Kl'Dck Hul HissingToaster
This isn't even Lowerdash! Texty is pure basic (for now)
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Kl'Dck Hul HissingToaster
Here's Texty! I guess I just wrote a tiny framework for text-based games. Texty lets you specify possible inputs as interpolated regular expressions that point to DEFs. THAT MEANS IT CAN RECOGNIZE MANY SENTENCES FOR THE SAME ACTION! This is very much an experiment, but I'd like to explore this idea more in the future. key: B233F3GJ
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Kl'Dck Hul HissingToaster
A wave is a great idea! I'm piggybacking on native SPHITSP, so a circle might not be possible... I'll give it a shot. I wonder its time to start doing ARYOP...
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Kl'Dck Hul HissingToaster
Maybe because I arbitrarily spawn the asteroids first :p I didn't add a lot of detail, but conceptually, I think I have the right order. My game involves multiple teams, each spawning new ships in during gameplay. When those ships spawn, the rest of the world already exists. My solution of randomly jumping both 1. can get infinitely stuck 2. is jarring in a dense field of clutter
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Kl'Dck Hul HissingToaster
What's the actual error / symptom?
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Kl'Dck Hul HissingToaster
I guess I can just randomly teleport ships when they're constructed...
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Kl'Dck Hul HissingToaster
Oh... That is a terrible spawn... Anyone have any input on the best strategy to avoid this? So far, intense wiggling is ineffective. (wiggling the physbody for a few frames and check collision)
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Kl'Dck Hul HissingToaster
One thing to note: Lowerdash is a superset of SmileBasic! Loading a background is the same in Lowerdash as SB: ''' BGLOAD 0, BGDATA ''' With Lowerdash, you might make a module "Level" that does that same code in a method 'start' that also sets up coins and stuff. Later you could just write: ''' curLvl = new Level('level name') curLvl.start '''
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Kl'Dck Hul HissingToaster
Yeah! I can hit the sprite cap!
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Kl'Dck Hul HissingToaster
I thought those rocks were a clever censor... Seen here: buttery 60fps performance! Not seen here: Endless space and the 80 or so randomly distributed asteroids; one of which hit something. (Also I drove my ship into another one in the same frame)
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Kl'Dck Hul HissingToaster
@Raimondz: I was aware that could happen, but I didn't realize I could just keep calling SPHIT(). By post-poning collision until all sprites are resolved, I at least guarantee some hit happens to each. What I'm curious about is how I would manage the memory around multiple hits. Each call to 'Hit.bind' allocates memory for one collision. How many collisions do I really need to preallocate?
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Kl'Dck Hul HissingToaster
Whoopsy!
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Kl'Dck Hul HissingToaster
There is indeed a massive reference manual on SmileBasicSource. I've also attempted to walk through my object-oriented design process in a tutorial on there. Of course, I managed to overcomplicate it :p. I hope to try an even simpler guide soon. What kind of tutorial would be most helpful to you? Do you need to see a game in motion?
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Kl'Dck Hul HissingToaster
Peeps might recognize this technique from all my physics demos. The difference this time is that behaviors are coupled to sprites - physics calls SPOFS directly. This is in contrast to each entity polling physics for a position in an update method.
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Kl'Dck Hul HissingToaster
Callbacks? In my BASIC?! I manage all sprite collision through a single object operating on plain arrays. When two things touch, their "onHit" method is called. Anything not actively being controlled by a player or AI doesn't require an update! THE SAVINGS!!!
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Kl'Dck Hul HissingToaster
Like all of Lowerdash, the method name still has to be looked up. But you don't pay for any heap operations. Well... unless you use the heap... (me._sp% lives there) So... I guess exactly the same speed as before? The speedup really comes from being able to couple behaviors to sprites through the much faster built-in SP* operations. Physics etc. doesn't need to talk to individual objects.
0そうだね
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Kl'Dck Hul HissingToaster
Using Lowerdash virtual methods to abstract away SB sprite code. This is super fast, and can be inherited by sub-classes! e.g. ''' module tomato proto sprite end ... myTomato.rot = 90 ... '''
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Kl'Dck Hul HissingToaster
I heard we were supposed to make games about "industry", so I made a factory for my factories...
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Kl'Dck Hul HissingToaster
aka: the one where I forgot to put Lowerdash in the OP...
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