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親投稿
In SmileBASIC, DIM is the exact same as VAR in every way, in other versions of the BASIC programming language, DIM is how you create an array, so by convention we use DIM only for arrays But it's up to you DIM A$[5] A$[0]="1st item" A$[1]="2nd item" A$[2]="3rd item" A$[3]="4th item" A$[4]="5th item" Then if you ever want to know what you had inside the third array item PRINT A$[2] 'print 3rd Item
0そうだね
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親投稿
これは素晴らしいです!!
2そうだね
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親投稿
To make a game builder that broad would be slightly unreasonable, since it would take so much effort to learn, which could be time taken learning SmileBASIC itself Now, are you wanting a platform game builder, RPG game builder, something specific? The key for a mario-style level building game is [1EKEDV3E] you should take a look at that one while you're at it
1そうだね
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親投稿
If you will be storing sensitive data to a file (high scores, progress) I highly, highly recommend using the DAT file type instead of TXT DAT stores an array of numbers, and cannot be viewed or changed in the text editor DIM D[1] D[0]=MYNUMBER SAVE "DAT:SAVEDATA",D You want to save not very often so the user is not bombarded by dialogs saying "Would you like to save blah blah blah?"
0そうだね
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親投稿
Holy cow I can just imagine how fantastic this would look as an overlay on some games I have, this would make any game look incredibly polished, I'm impressed, you are probably the best UI designer on all of SmileBASIC. Seriously keep it up, can't wait to see what Rushing Blade turns out to be :o
3そうだね
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親投稿
Here is an elegant solution
0そうだね
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親投稿
Hanzo do you think you could explain how your solution EX_CIRCOL2 works?
1そうだね
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親投稿
Wow weird, you just created the lasers in a line at different offsets?
0そうだね
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親投稿
Don't rush!! This game will be amazing if you take your time, just keep in mind you have a really excited audience
0そうだね
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親投稿
Well, not easily atleast, I tricked the game to think it's 3D. If you use SIN and COS, you can calculate how to draw each triangle on the screen 3D games are very much possible, just rare
0そうだね
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親投稿
@Scientist: nnnnnnnope Too much madness to translate, nobody is up for such a huge task
0そうだね
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返信[11]
親投稿
Try to understand what's going on When you run it, a cursor reads each instruction left to right, top to bottom The cursor is stuck in the while loops Try typing in the code from one of the first two comments by Hanzo or me, you need those two WHILE statements in between every single print command, you are only doing both WHILE loops once, that's why it's not working like you are expecting.
1そうだね
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親投稿
Oh in the second while loops you need != instead of ==
1そうだね
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親投稿
You need another while loop You need two while loops between each message, not just one: WHILE BUTTON() AND #A==0:VSYNC:WEND WHILE BUTTON() AND #A!=0:VSYNC:WEND
0そうだね
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親投稿
This is cool! Is there any way to add more than one item to the ship? I couldn't entirely figure out the controls
0そうだね
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親投稿
People will eventually get bored of playing your demos, then when your final release of the game comes out, it will not be as exciting or new, I say keep it a secret the best you can until it's completely done. (Maybe a few sneak peek screenshots here and there) :]
4そうだね
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親投稿
Yes yes thank you Hanzo!
1そうだね
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Can somebody please help me? I would like to calculate a circle's two xy velocities after collision with another circle, so I set up this simulation. If you'd like to run the code in the screenshot, download [5SNEE3KJ] If anybody can solve this I will be eternally grateful, this is the one algorithm that I have been avoiding... I am clueless.
5そうだね
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親投稿
Ah... Hanzo beat me to it Haha wow our code is almost identical
2そうだね
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親投稿
Now what if you tried doing something like this? PRINT "Message 1" WAITFOR #A PRINT "Message 2" WAITFOR #A 'BTN can be any button combination DEF WAITFOR BTN 'while user is not pressing BTN: WHILE BUTTON() AND BTN==0 VSYNC WEND 'while user is pressing BTN: WHILE BUTTON() AND BTN!=0 VSYNC WEND 'user has now pressed and released BTN END
2そうだね
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