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返信[7]
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raimondz raimondxz
Nope, it's only on japanese. I don't know if someone will translate the game because he has plans to do a third version
1そうだね
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返信[4]
親投稿
raimondz raimondxz
I saw a trampoline on the sprites, but I couldn't find it on the game. I haven't seen if the sprite is used on the code.
0そうだね
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返信[3]
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raimondz raimondxz
-Mages that throw magic missile at your position. The magic doesn't behave like Kamek's magic(Doesn't transform the blocks) -A guard that throw his helmet upward. -Falling blocks(Donut block). -Moving platforms. -Falling platforms -Tracks. You can attach enemies, powerups, coins, and platforms to them. -The player now slip on the ice.
1そうだね
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raimondz raimondxz
MG uploaded the new version of hero adventure edit +. Keys: [ZK345EAV] [73X835AS] All the content must be in one folder.
14そうだね
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返信[15]
親投稿
raimondz raimondxz
1-Using a bidimensional array with the same size of the map. Each time you do a bfs, fill that array with 0. Then, mark with 1 the visited cells. 2-Use 2 arrays to store the visited positions.
0そうだね
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返信[14]
親投稿
raimondz raimondxz
I think you could treat a bidimensional array(Or the same background) as a graph where each cell is a node and the relations are the adjacents cell. Then, you can use Breadth-First-Search to display the range of a unit(Movement or attack). You need to store the visited cell though... I think in two methods to do that:
0そうだね
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返信[1]
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raimondz raimondxz
You can create one using spset and a sprite. If you want to make the functionality, then you need to skip your "update" code from your game cycle. I don't know if you used that in your game but that's how I do that. By the way, here is a page that explain the concept of "game loop": http://gameprogrammingpatterns.com/game-loop.html
1そうだね
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返信[10]
親投稿
raimondz raimondxz
Well that's depends on the length of the project. You should try a platformer or a RPG. A card game could be fun too.
1そうだね
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返信[2]
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raimondz raimondxz
I said that because I didn't programmed the game. I should have written that instead.
1そうだね
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返信[2]
親投稿
raimondz raimondxz
Also, don't try to translate that game yet. The author will add other features soon. Here you can see why http://wiki.hosiken.jp/petc3gou/?Toukou%2F%A4%E6%A4%A6%A4%B7%A4%E3%A4%CE%CB%C1%B8%B1EDIT%2B. Also, If you want to share your mod, then use petitmodem. PS: I can't share my modification because on petit computer because I don't have a splitter yet D=.
2そうだね
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返信[1]
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raimondz raimondxz
There is a program on smilebasicsource to export files from 3ds to pc via camera but not viceversa and a program uploaded by actorbug on petit computer 3 wiki(japanese) to compress an entire project in a single txt file.
0そうだね
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返信[1]
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raimondz raimondxz
If your sprites size is not 16X16, then you need to use SPDEF sprite_number,location_x,location_y,with,heigh
1そうだね
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raimondz raimondxz
Taking a break from programing. I think the next week I will try to use my bullet engine in a top down game. PS: this game isn't mine.
7そうだね
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返信[10]
親投稿
raimondz raimondxz
By the way, the point of my game is not recreate undertale. I wanted to create an engine to handle the bullets without doing a lot of code. I used some elements from the battles in undertale to test my engine but at this point of the development I'm trying to make something different.
2そうだね
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返信[9]
親投稿
raimondz raimondxz
Dragonborn, the key posted by 9qN are older version of my bullet hell system. I can share the development project but it's done with lowerdash and another library that I'm developing. Also, I need to know what you understand about "best practices". If you give me the answer that I've in mind then I can send you the key of the development project.
1そうだね
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返信[20]
親投稿
raimondz raimondxz
That's right. What I can do is upload the mml as a picture but it's up to you to find where they should be added.
0そうだね
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返信[13]
親投稿
raimondz raimondxz
Yes, you could port the sprites to the next version. However, some of them could be on different position so you need to adjust their position once the upgrade is out. Jump_edit2 is a project which contains the background images of each stage.
1そうだね
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返信[8]
親投稿
raimondz raimondxz
Be careful, the author is still upgrading the game. I saw a video and he will add trampolines and tracks. For people that are trying to find the key, search on twitter the user uda0826 and use the key for JUMPGAME_EDIT1 and JUMPGAME_EDIT2. I already edited all the game (including songs, some sound effects and textures) but I won't upload it.
4そうだね
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返信[6]
親投稿
raimondz raimondxz
You must edit the files JUMPXD_BG.GRP and JUMPDX_SP.GRP. Use "Th. GRP editor" (It's posted on smilebasicsource) because it's better than the one that comes by default.
1そうだね
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プレイ日記
raimondz raimondxz
Discovered a way to adjust the length and angle of the fire bars. To do that, you must grab the last flame with the stylus. Also, the person who posted this game will include tracks( there is a video on the japanese smilebasic wiki)
3そうだね
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