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TN21 Trinitro21
There isn't a key
1そうだね
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TN21 Trinitro21
yay
12そうだね
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TN21 Trinitro21
SmileBASIC auto-scrolls text when you PRINT on the bottom line. That might be the problem.
2そうだね
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TN21 Trinitro21
It requires you to code your game. Some people might find that hard, but you have to ease your way in and not expect to make anything like Mario for at least the first year.
0そうだね
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TN21 Trinitro21
Even if you do manage to make those games, how will you distribute them? SmileBoom doesn't like copyrighted content on their servers and would most likely remove your programs.
2そうだね
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TN21 Trinitro21
Try adding a VSYNC before the GOTO @MOVE. That will make it so that SmileBASIC waits until the next frame until it starts executing code again, stabilizing the framerate. Without it your program runs really fast - one little press can send your player across the screen in an instant.
1そうだね
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TN21 Trinitro21
The equation I use for 3D projection is X2D=X/Z*ZOOM:Y2D=Y/Z*ZOOM Using algebra, assuming a constant Y you can easily derive the equations Z=Y/Y2D*ZOOM:X=Z*X2D/ZOOM Which should get you 3D coordinates from 2D coordinates and a constant Y value. Using this you can easily use the X and Z coordinates as X and Y coordinates and place pixels accurately on the screen for the mode 7 effect.
3そうだね
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TN21 Trinitro21
Mode 7 can be achieved a couple of different ways. One of them is clever zooming of the different horizontal layers of pixels on the screen. That's what produced the effect on the SNES and GBA, but it's hard to implement into SB. Another is using a 3D projection formula to derive some equations that translate 2D coordinates to 3D coordinates assuming constant Y values.
3そうだね
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TN21 Trinitro21
Good luck!
1そうだね
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TN21 Trinitro21
Looks pretty cool! What are you going to make with this?
0そうだね
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TN21 Trinitro21
You would want to put those IF statements in a loop. Like this: WHILE TRUE 'Loops while the condition is true. TRUE is always true, so it loops forever. B=BUTTON() IF B AND #A THEN GOTO @GAME IF B AND #B THEN GOTO @CONTINUE IF B AND #X THEN GOTO @OPTIONS WEND 'Ends the WHILE loop. There are other ways of making loops; WHILE TRUE is just the way I prefer.
1そうだね
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TN21 Trinitro21
I don't think you'll be able to program full 3D games on SmileBASIC easily, especially if you don't have much knowledge about 3D. And being "light on the processing power" is never going to happen. However, you might want to take a look at P3D. It might be what you want.
1そうだね
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TN21 Trinitro21
Good luck with that. It won't be easy. It seems like this uses the top screen. Android is made for touchscreens, so you might want to use DISPLAY 1 to put everything on the touch screen.
0そうだね
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TN21 Trinitro21
I wasn't the one who coded texture mapping. All thanks for that goes to Bugtaro, the one who made the P3D engine used in GIVERS-P3D. I'm just messing around trying to learn how to use it. 4R2324ZD if you want the code I used.
0そうだね
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TN21 Trinitro21
I made a cube with the P3D engine! Learning it is interesting.
12そうだね
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TN21 Trinitro21
If you scroll in one slot, the scroll carries over to all the other slots but the cursor position does not. So you can position the cursor over the line number by scrolling on one slot while leaving the cursor be in the other slot, then switching slots.
0そうだね
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TN21 Trinitro21
Notice that the cursor is over the line number.
9そうだね
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TN21 Trinitro21
You seem to be calling entry_main_ inside of itself. Eventually that'll produce a stack overflow.
2そうだね
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TN21 Trinitro21
This isn't a compiler, it's an interpreter. If you want a different language, you might want to try Lowerdash or Nossrec. They're programs that compile your code into BASIC.
2そうだね
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TN21 Trinitro21
I made a command prompt thingy with custom command support. QRA3J413
5そうだね
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