Archiverse Internet Archive
投稿のみ 投稿と返信
前のページ(最近)
18 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
次のページ(過去)
返信[5]
親投稿
V360 TheV360
Should the collectables be stars or keys? Keys don't make sense, but stars aren't in the first game.
0そうだね
プレイ済み
返信[4]
親投稿
V360 TheV360
Probably by tomorrow. It will include the first 3 levels and an editor.
1そうだね
プレイ済み
プレイ日記
V360 TheV360
^^^^^^^^^^^^ is coming soon! It will have 30 levels of puzzle solving and adventure! It even has a level editor! (btw, the game engine is working, I just need to make levels now)
9そうだね
プレイ済み
返信[3]
親投稿
V360 TheV360
I'm beginning to think Oscar is secretly Viacom.
1そうだね
プレイ済み
プレイ日記
V360 TheV360
I knew the day would come. The random character background made a ;). Anyway, CODE_EXAMPLES is back, and I will have much more frequent updates as soon as finals are done. I might even release a demo of the first two sections.
2そうだね
プレイ済み
返信[2]
親投稿
V360 TheV360
Not Yoshi, TJ """Henry""" Yoshi.
2そうだね
プレイ済み
返信[1]
親投稿
V360 TheV360
Yes, using WAVSETA and use the number that you used for setting the sound for playing the sound. WAVSETA 224,[data array from MICSAVE],?,?,?,? BEEP 224 This is off the top of my head.
3そうだね
プレイ済み
返信[76]
親投稿
V360 TheV360
Correction: change both the SPOFS to these: SPOFS 0,MAINCNT MOD 400,DEG(SIN(RAD(MAINCNT MOD 360))) SPOFS 1,MAINCNT MOD 400,DEG(COS(RAD(MAINCNT MOD 360))) It should look like the code in the screenshot. Don't give SmileBASIC tips after a round of Splatoon…
0そうだね
プレイ済み
返信[75]
親投稿
V360 TheV360
It moves the sprite based on its ID. A sprite ID is a number that usually appears first in the command and it indicates what sprite you want. For example: ACLS SPSET 0,1 'Makes a sprite with ID 0 SPSET 1,2 'ID 1 WHILE 1 SPOFS 0,MAINCNT MOD 400,119+(SIN(MAINCNT MOD 360)*10) SPOFS 1,MAINCNT MOD 400,119+(COS(MAINCNT MOD 360)*10) VSYNC WEND Cool effect!
1そうだね
プレイ済み
返信[2]
親投稿
V360 TheV360
To save them, I recommend not using the editor's save function, as it saves in [DEFAULT] only afaik. To save the sprites in your current project, just exit the editor and use this command (just make sure that you were editing on the SP page): SAVE "GRP4:NAME_HERE" And to load, like nate said, you use: LOAD "GRP4:NAME_HERE",0 I recommend putting the ,0 at the end so the load dialog won't show.
1そうだね
プレイ済み
返信[2]
親投稿
V360 TheV360
(continued) SPOFS 2,199,119
4そうだね
プレイ済み
返信[1]
親投稿
V360 TheV360
1. SPSCALE ID,ScaleX,ScaleY For example, here's a sprite that is twice as big as normal: SPSET 1,0 SPSCALE 1,2,2 2. SPOFS ID,X,Y That command actually lets you put sprites anywhere on the screen. If you want to put it in the exact center of the screen, you may also have to use SPHOME (SPHOME ID,HomeX,HomeY), which sets the center of the sprite. Here's an example: SPSET 2,1 SPHOME 2,8,8…
4そうだね
プレイ済み
返信[4]
親投稿
V360 TheV360
If you want to hide the "Load successful" dialog, then change line 292 to HIGHSCORE=VAL(LOAD("TXT:HIGHSCORE",0))
0そうだね
プレイ済み
返信[3]
親投稿
V360 TheV360
There is actually a menu in SmileBASIC itself for the public keys.
0そうだね
プレイ済み
返信[1]
親投稿
V360 TheV360
Press START to run code.
1そうだね
プレイ済み
返信[2]
親投稿
V360 TheV360
Another, this time using DAT files: VAR SAVE%[1] ...later, when you want to save SAVE%[0]=SCORE_VAR_HERE% SAVE "DAT:HIGHSCORE",SAVE%
1そうだね
プレイ済み
返信[1]
親投稿
V360 TheV360
New commands like BGMPAUSE, CLIPBOARD, and GOFS! Also a few bugs were fixed and a few were added. Finally, they added a DLC pack that adds better audio commands.
1そうだね
プレイ済み
返信[9]
親投稿
V360 TheV360
As in text adventures? If so, I could probably give you a key for a commented example.
1そうだね
プレイ済み
返信[7]
親投稿
V360 TheV360
What with?
0そうだね
プレイ済み
返信[1]
親投稿
V360 TheV360
(Just so you know, Celeste is a port of a PICO-8 game) Well, by uploading to the servers, you agree that your work can be altered or remixed, (for example, sombody makes a level pack for your game) but you are able to take down someone who just copies your game without giving credit.
1そうだね
プレイ済み