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返信[7]
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Zee Storybookten9
So there's no actual gameplay? I feel it would be better to wait until a game is at least slightly playable to make a published version. Even if that gameplay was extremely glitchy, it's still better than nothing.
1そうだね
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返信[9]
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Zee Storybookten9
That's cool. It looks really nice, I would try it out but I'm busy programming my own project when I'm on my 3DS.
2そうだね
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返信[3]
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Zee Storybookten9
I actually created my own function that does it. Basically, it takes the size of the text box and the text and word wraps it (another confusing process), then it fits it into the text box. However if it's too long, it won't put all of it in the box. It also fills in the box with black. I think that the hardest part is word wrapping, which I can't even remember how I did that at this point.
1そうだね
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返信[7]
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Zee Storybookten9
Cool! What is it like? Is it like a 3D block editing thing or a whole game engine with textures?
1そうだね
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返信[5]
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Zee Storybookten9
Really? When someone posts something, don't default to "key?". Maybe ask questions like "that's cool, how does it work?", "is that a completed project?", etc. Don't just ask for a key, especially when you know nothing about it.
7そうだね
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プレイ日記
Zee Storybookten9
I've been working on Home more recently but have opted not to say much as to not show too much. I'm going to make sure that it works better than the version I made in PTC, so trust me, I'm working hard now. Here's a screenshot to hold you off.
6そうだね
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返信[3]
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Zee Storybookten9
Did you use the USE command? Did you specify the GOTO label with a "1:@labelname"? Both of these are required or the labels of another slot will be inaccessible.
0そうだね
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返信[7]
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Zee Storybookten9
You didn't finish the line 39's IF statement. If you don't finish an IF statement, a FOR loop, or a WHILE loop, it will tell you not on the line that the error is, but rather the line where it realizes that it cannot be finished later. So just finish that IF statement and you should be good.
0そうだね
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返信[2]
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Zee Storybookten9
More specifically NS. You started using S's instead of $'s.
1そうだね
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返信[1]
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Zee Storybookten9
If you want to have a program run another program without clocking back, it's really simple, like exec 1 (I think exec works with slots). But to edit another program, use PRGEDIT and PRGINS, PRGDEL, PRGGET, etc. to modify it. Running a program and clocking back is more complex though, but ask if that's what you want.
3そうだね
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返信[4]
親投稿
Zee Storybookten9
You can leave it as a side note at the end of a post. P.S. I only have 28 more posts today. Like that.
0そうだね
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返信[3]
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Zee Storybookten9
@Sheepy pretty good, but remember to not make the story too black and white. You should have you be locked in the cage for a completely legit reason, like trying to cure a potentially apocalyptic disease or something like that.
1そうだね
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返信[2]
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Zee Storybookten9
>wastes 2 to say this
1そうだね
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返信[3]
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Zee Storybookten9
I think it's pretty soon, as has been said. I believe that in Japan, they've already released an update that fixed the issue, so hopefully that will be transferred here soon. Not 100% sure on this though, haven't seen any specific sources confirm or deny this.
0そうだね
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返信[6]
親投稿
Zee Storybookten9
[43EX243D] It's actually a full library with lots of other functions that I made, so feel free to look at the documentation. To actually shade, create 2 sprites in a row that are the same, set the angle of the light source with ANGD height angle, xz angle (the angle visible on the screen), then just do SHADE (sprite number). I have more detailed documentation on SmileBASIC Source, thank you limits
2そうだね
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返信[4]
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Zee Storybookten9
See, it's really simple, so I've already implemented it in Home.
2そうだね
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返信[3]
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Zee Storybookten9
@mason Yeah, at least Home. Using in The Axe would be much harder, since it has so many more sprites to generate and it reduces the max amount of sprites. @alex The math I used was mostly done with the same logic as ray casting, except it doesn't actually cast any rays.
2そうだね
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プレイ日記
Zee Storybookten9
I just made a shading function that casts shadows for sprites really fast. It works by manipulating another sprite, so it does limit the amount of sprites.
11そうだね
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返信[7]
親投稿
Zee Storybookten9
I don't think you can copyright a name. You can trademark and restrict brand names, but not copyright. Copyright is applied to any art (music, video games, stories, etc.), and are applied automatically to any art that is created. However if you want to file legal claims, you must get a legal copyright. Logos are the only form of art that cannot be copyrighted (but can be protected in other ways)
0そうだね
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返信[5]
親投稿
Zee Storybookten9
I don't know. I'm not working all that diligently (been entertaining myself in different ways), and even when I do work, it's on Home.
1そうだね
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