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返信[1]
親投稿
L. Lohadaa
This tool, called EZ Sprite Setter (Kantan means easy btw), does exactly what it says on the tin-- it let's you crop an arbituary area from your background and set it as a sprite (SPSET)! Again, you'll only need to copy and paste the resulting codes to your program without having to learn them! Easy-peasy for beginners!
2そうだね
プレイ済み
プレイ日記
L. Lohadaa
Alright Miiverse, announcing MAGESP, useful sprite tools created by expert Japanese SB programmer Mage! You'll find 3 tools, one is this EZ sprite animator which lets you put moving "GIF"s even with zero knowledge of the codes! You can't button-control the GIF as-is, but I think people will enjoy having a moving GIF as decoration! I'll introduce the other 2 in the comments. KEY: E3V4V8QV
18そうだね
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返信[5]
親投稿
L. Lohadaa
In EDIT mode, also try this (as introduced in the Japanese homepage): ACLS XSCREEN 4 SPSET 2,501 WHILE TRUE TOUCH OUT J,X,Y IF J THEN SPOFS 2,X,Y WEND After you're done, press START, and try sliding around the touch screen.
1そうだね
未プレイ
返信[4]
親投稿
L. Lohadaa
You're thinking VisualBasic which has more bells and whistles like "PRIVATE SUB CMDHELLO", but none of that existed in the original BASIC of which SmileBasic is based on. Just the good o' fashioned PRINT "Hello world" (or ?"Hello world" like Keiren said). Type these in EDIT mode though, not the DIRECT mode in this screenshot.
1そうだね
未プレイ
返信[5]
親投稿
L. Lohadaa
Ah, they must have used either DEF or @LABEL, and CALLIDX and CALL SPRITE, then let ty=CALLIDX. It does allow them to use ty as management number array, but I'm also not experienced enough to master this kind of setup, so I'm sticking with pure numbers now.
2そうだね
未プレイ
返信[3]
親投稿
L. Lohadaa
Now we're both confused. Where exactly did you see the manual say "GL and SP are also management numbers?" I searched the entire online manual and all I saw was management number being, well, a number (0-511). One can employ CALLIDX in their user DEF so smilebasic can look up the numbers automatically, but that's it. It still needs a number no matter what, as demonstrated by your bug fix.
0そうだね
未プレイ
返信[1]
親投稿
L. Lohadaa
Management ID is like your SSN or student ID. Without it the gov't or admins won't know who you are, especially if you had same-name twin brothers. SmileBasic also needs ID numbers to know which sprite to run which code on. Think about it, you can put multiple copies of the same sprite (twins) and give them different commands, but without the ID how would SB distinguish between the twins?
0そうだね
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返信[34]
親投稿
L. Lohadaa
1. When using the search and replace feature in EDIT mode, let the user choose between case-sensitive/insensitive. EDITの検索置換機能に、大小文字・かなカナの区別をするかしないかを選ばせて頂きたいです。現状は区別しないので困った時もありました。 2. Localize GAME6TALK. People complained about being left out just because TALK only speaks Japanese. You may use mine copyright free. GAME6TALKの英訳化実装。海外ユーザーは差別された気分だという声がありました。権利放棄しますので、私ので宜ければお使い下さい。 【74NXS3HJ】
4そうだね
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返信[3]
親投稿
L. Lohadaa
So that's Kei Kurei? I only learned about her from Magic Story just recently. And yep she's gonna be my waifu. My 57th one. I'm such a ladykilla ;)
1そうだね
未プレイ
返信[4]
親投稿
L. Lohadaa
They should have used CHR$(13) for line return :/ I'm so gonna tweet this though. DIALOG "I mean button, not"+CHR$(13)+"BUTT ON!"
1そうだね
未プレイ
返信[3]
親投稿
L. Lohadaa
Use ?"" (question mark, no space, quotations) instead of Print "" to save five characters each
0そうだね
未プレイ
返信[5]
親投稿
L. Lohadaa
If this is your first purchase, get SmileBASIC for $10 and don't waste the $8 for the old DSiware Petit Computer (is it even on eshop? too lazy to check). SmileBASIC not only allows you to play/design in 3D, it has tons of new features, less limitations, and sharing/download games is just as easy as entering their passcodes. No need to monkey around with pages of QR codes.
0そうだね
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返信[3]
親投稿
L. Lohadaa
Actually the creator did release it yesterday. QK4N3PZF https://miiverse.nintendo.net/posts/AYMHAAACAAADVHkkiQCQVQ
3そうだね
未プレイ
返信[5]
親投稿
L. Lohadaa
I can't read codes properly yet, but does PI in line 6 do anything in the WHILE loop? Looks to me it's for the FOR loop.
1そうだね
未プレイ
返信[7]
親投稿
L. Lohadaa
Yeah, SmileBASIC is expecting you to be a programmer, planner, graphic designer, animator, music composer, and debugger all at the same time. In real life, graphic designer might only focus on the sprites and let the others do their jobs. Unfortunately I don't have any info on sprite tools.
0そうだね
未プレイ
返信[5]
親投稿
L. Lohadaa
I'm a beginner too, but I've seen my share of ripped sprites to know the drill. Google "GBA Sprite sheet" and you may be fascinated by how much detail and efficiency the designers managed to squeeze in a tiny 1x1 space :)
0そうだね
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返信[3]
親投稿
L. Lohadaa
And that's basically what Kouyama's saying in your rich blonde thread. Her head position, her neck, her left side of hair, her center part of skirt almost didn't move, so might as well make those stationary and just animate the arms, right hair, etc. Dividing your girl into 3x5 or 4x7 and just making 1x1 movable parts is a smart way to reduce size.
0そうだね
未プレイ
返信[2]
親投稿
L. Lohadaa
I doubt it's possible (don't quote me), but that'll take a huge chunk of file size anyway so there's no point. I'd suggest dividing the Big Shiee into a 3x5 space (a person is 1x1) and scale it to make it appear big. It's gonna look jagged, but so did many GBA and even DS games. Also Big Shiee only moves its cannons and track - the body doesn't animate (=change), so do some 1x1 partial sprites.
0そうだね
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返信[13]
親投稿
L. Lohadaa
0 is the first management number. If this is your first and only sprite, do 0. If you have a second sprite at the same time, do 1. Up is 1, down is 2, left is 4, and right is 8. It's better this way since you can press up and left together to make 5 and the computer will know. If it were 1,2,3,4 then up+left would be the same as pressing right, and that's no good. Go look up Vsync.
0そうだね
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返信[1]
親投稿
L. Lohadaa
Something good is on its way. Wait for it this spooky weekend.
0そうだね
未プレイ