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返信[1]
親投稿
L. Lohadaa
Here you go, son
3そうだね
プレイ済み
返信[25]
親投稿
L. Lohadaa
英語版も次のバージョンに持ち越します。今は0.5.5のテキストの英訳を書き置き、年明けVer.に実装する予定です。楽しみですね! 金髪アフロプレイヤーもきっと歓喜必至です。
2そうだね
未プレイ
返信[15]
親投稿
L. Lohadaa
Imagine a large image. UV means to move the CAMERA from a particular set of coordinates to another. It doesn't move the image itself like XY, just the view. Umm...get it? *notices your NNID* OK, Celadon City is just a large map right? But our view is always one screen at a time. That's because the camera moves with UV. It doesn't actually move the entire Celadon map around, just the view.
0そうだね
未プレイ
返信[13]
親投稿
L. Lohadaa
Only "I" and "V" requires positive time (our sense of time) but the remaining five modes ("XY","Z","C" etc) require negative time. Negative time tells the program to CHANGE SMOOTHLY within that time frame. In this case, it has to move the witch smoothly in 16.6 sec. Put a positive time and the witch suddenly appears without moving. Just treat it as a requirement.
0そうだね
未プレイ
返信[11]
親投稿
L. Lohadaa
So that's what they meant by "adding + means to treat it as being relative to the current state". And since you can shorthand XY to 0 and XY+ to 8, that's the "8" part.
0そうだね
未プレイ
返信[10]
親投稿
L. Lohadaa
Ah ok that made more sense. So SPANIM 11,"XY+",-1000,500,0 means to "display sprite 11, and within 1000/60 sec, move it 500 pixels right and 0 pixels up, endless loop". The + means it's RELATIVE to the current coordinates. Without + it'll mean "display sprite 11, within 1000/60 sec, move it to coordinate (500,0) endless loop." In SmileBasic, coordinate (500,0) is the upper right corner.
0そうだね
未プレイ
返信[7]
親投稿
L. Lohadaa
Umm sorry, where did you see those? I didn't see those in the Halloween program and I'm equally confused. Context please
0そうだね
未プレイ
返信[5]
親投稿
L. Lohadaa
Nothing personal ;)
0そうだね
未プレイ
返信[2]
親投稿
L. Lohadaa
Oh, where the green text says "display in X sec", I actually mean "display WITHIN X sec". Just didn't have enough space.
0そうだね
未プレイ
返信[1]
親投稿
L. Lohadaa
There are multiple usages of SPANIM, but I'm gonna explain the code you'll end up using the most. Refer to screenshot green text. Those numbers are how SmileBASIC knows which sprite to show for how long. Also I haven't looked at it myself, but Nobu created a sample program to illustrate sprite animations. Take a look. [XKA334JX]
0そうだね
プレイ済み
返信[1]
親投稿
L. Lohadaa
You mean the gold membership or this software in general? Gold only means you can upload 10 times as many of your projects as I can. As for how SmileBasic works in general, weeeell... refer to the manual, help, website, or browse around this community is all I can suggest.
1そうだね
未プレイ
返信[19]
親投稿
L. Lohadaa
Yeah you'd think it be easy, but there's no text - all images. Google translate won't do a thing (and I strongly oppose using that trash -- try GT むちゃくちゃ to see what I mean. Human translator is the proper way). If someone can even send me the decoded Japanese text in images I can handcraft the translation myself. And yes the errors may be due to excessive words so we need to do a word count also.
0そうだね
未プレイ
返信[20]
親投稿
L. Lohadaa
Awesome! Congrats! The reason why you needed to put -Y instead of +Y was because you accidentally flipped your equations in Lines 12 and 13 backwards. So another way is to put 100+Y but fix the signs in Lines 12 and 13. Finally, your starting point seems to be (199,100) from Line 5. Might wanna match Line 26 there.
1そうだね
未プレイ
返信[17]
親投稿
L. Lohadaa
To elaborate, this is what the text data looks like--just a bunch of BG numbers. One could decode which kana represents which number by viewing the BG map, but it's gonna take forever since there are thousands of lines - can't do this myself. If you or the group can dump this in a PC and decode the data to normal Japanese text, things would be MUCH easier. Dunno if it's doable but that's that.
2そうだね
プレイ済み
返信[18]
親投稿
L. Lohadaa
Ummm... no. Ignore the 0, but 206 and 100 represent coordinates - maybe you learned that in your math class. You attached +X to 206 so that whenever left or right is pressed, the X coordinate changes from 206 to the same amount. What about the Y coordinate that is 100? What should you do to it?
1そうだね
未プレイ
返信[10]
親投稿
L. Lohadaa
3.贅沢言うと、どのDATAがどのセリフを表してるかのコメント注釈があれば、あるいはまさかと思うけど入力支援ツールの類があればどれだけ楽になるでしょう…。 るかかさんに余計な手間と迷惑になりそうですが。大喜利のあとに次Verをリリースする予定を狂わしたら本末転倒ですし、本当に迷惑ならこっちのコミュニティにも協力を求めてみます。今の俺の技術だけじゃ当分先が遠いです。
0そうだね
未プレイ
返信[9]
親投稿
L. Lohadaa
(写真貼れないね…別ソフト扱いだからか) https://miiverse.nintendo.net/posts/AYMHAAACAAADVHkj80wAag 英訳自体は副業なので大丈夫ですが、まさしくBGデータの解読改造がネックです(汗)。俺はまだコード読解力がぺーぺーなので、上の写真の英字を入れるだけで休日の朝が飛んでました。 ありのまま今の要望を言うと、 1.英字用デザインフォントをBGに追加(SMILEツールのデフォSPDEFにある50個プラス小文字)。俺の手書き汚いので… 2.フキダシ行数の増やし方(英語の性質上文字数は日本語の1.5~2倍になるゆえ、普通セリフは5行→7行に、ファジパラは1行→2行がほしいけど、Subscription errorの直し方がわからなくて) 3.贅沢言うと…(next postにつづく)
0そうだね
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返信[16]
親投稿
L. Lohadaa
Figured I'd use your thread for discussions, but we can create a new discussion thread if need be. So Rukaca gave his full support on Eng trans. Problem is each Japanese character is mapped in the BG image and it'd be a pain in the *** to decode which data point corresponds to which text. I'm a licensed translator, but I prolly need your SBSource group's help to decode text etc to make this happen
0そうだね
プレイ済み
返信[15]
親投稿
L. Lohadaa
Awesome job! You're practically 98% done! Hint: fix line 26. Add two characters. After you fix that, try moving up and down. That should also be an easy fix to you :)
2そうだね
未プレイ
返信[12]
親投稿
L. Lohadaa
Before I help, can you please show your "tried but doesn't work" screenshot? I expect to see 4 lines each for BUTTON(), BUTTON(2), BUTTON(3), with "...AND 1..." "...AND 2..." lines already added. And of course with the Y equations implemented like Soan said. It's not hard Shadow, I know you can do it!
0そうだね
未プレイ