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*J.P.*[P]£ aj2003aj
^ *slowly steps away and then runs after Jacob*
0そうだね
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*J.P.*[P]£ aj2003aj
^yep^ also yeah why dident you add stick movement? its really easy
1そうだね
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*J.P.*[P]£ aj2003aj
yep no one cares. jk
0そうだね
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*J.P.*[P]£ aj2003aj
oh no.. Dr.Macy has returned!!!!!!!!!! jkjk fam. anyways its a coding program and its awesome because you can get a ton of free games too
0そうだね
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*J.P.*[P]£ aj2003aj
ok back ill show in a min
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*J.P.*[P]£ aj2003aj
oh bro! i made two posts on ML just this week! Also helped me with saving and direction (for items like the pickaxe) (so it shows when facing down or up, stuff like that) anyways cant wait for your farming game lol. (Farming Life..?) (or Farmers Life) just an idea, still love miner life! -beta soon!-
0そうだね
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*J.P.*[P]£ aj2003aj
my uncle leaves us in two days so ill start then.
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*J.P.*[P]£ aj2003aj
beta of..?
0そうだね
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*J.P.*[P]£ aj2003aj
no it just makes like 3 oddly placed blocks by eachother. also i was wondering if it ever gets annoying for you to put all those % (and $/#) in your code for everything? it seems like a lot of work just for option strict.
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*J.P.*[P]£ aj2003aj
cool, yeah jumping is always hard to do lol. anyways i need some help real quick, im trying to make a grid of sprites covering the screen using a for loop or something, other then making like 200 spsets lol. would it be better to A: create 24 FOR loops incorporating the y 16 more each time making a grid. or B: do something else simpler that i dident know i could.
0そうだね
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*J.P.*[P]£ aj2003aj
i mean to make like a grid of sprites using a for loop, i know theres a command but i forgot what it was..
0そうだね
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*J.P.*[P]£ aj2003aj
well i would need like two strings (name and ..lol i forgot) so i think i will make three save slots, so clicking one will save the slot your using then go to the game and load that slot, VAR SLOT1SAVE[47] something like that then just repeat slot save until i have 3 or them. but anyways using a for loop how can i make a spofs go up 16 for every I like FOR I=0 TO 19 SPSET I,0 SPOFS I,?,? NEXT
0そうだね
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*J.P.*[P]£ aj2003aj
oh and i later updated it to have boundarys so now you can stop it from going too far lol. the two lines of code in the middle of the screenshot. if you ever wanted it lol
0そうだね
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*J.P.*[P]£ aj2003aj
you mean you used my tutorial..?! *life goal is complete* thank you! also yes welcome back! i was wondering where you were lol..
0そうだね
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*J.P.*[P]£ aj2003aj
first off, the sample games were made by professional game makers (mainly) and dont really count, basically one spset for the title screen, one for main character, and one for coins and enemys which are pre set by msking a variable for each one containing the x/y and sprite. basically, dont go by the samples.
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*J.P.*[P]£ aj2003aj
no its fine, easy to do.
0そうだね
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*J.P.*[P]£ aj2003aj
this is one entire game made to fit in one screenshot. awesome. (not made by me obviously) if you have any games made in one screenshot please share them!
8そうだね
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*J.P.*[P]£ aj2003aj
for a ghost like thing you could use INC still in a if loop. but i would have to do same testing as this isn't the easiest thing for mutiple sprites you use a for loop like so (ill be setting up 50 random sprites) FOR I=0 TO 49 SPSET I,RND(600) SPOFS I,RND(400),RND(200) NEXT
0そうだね
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*J.P.*[P]£ aj2003aj
oh oops sorry add in VSYNC after WHILE 1 next theres wait, almost NEVER use WAIT in an active program with moving in it, instead use a INC/DEC loop like: IF BUTTON() AND #A THEN REPEAT VSYNC INC WAITS,1 UNTIL WAITS==100 ENDIF or something like that lol. for stopping on the ground.. what does that mean..? there is no ground, do you mean a bgtile or the screen or a sprite..? what? tbc
0そうだね
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*J.P.*[P]£ aj2003aj
ok so moving a sprite..? here is a simple code ACLS X=0:Y=0 WHILE 1 SPSET 0,0 SPOFS 0,X,Y IF BUTTON() AND #UP THEN DEC X,1 IF BUTTON() AND #DOWN THEN INC X,1 IF BUTTON() AND #RIGHT THEN INC Y,1 IF BUTTON() AND #X THEN DEC Y,1 WEND ^might have messed up the x/y but thats basically how you would simply do it^ tbc
0そうだね
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