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返信[8]
親投稿
raimondz raimondxz
I think I will change the theme of the game. I will use space assets instead of the ones used right now. And for mechanics: -I will add a mode that will create an horizontal or vertical beam with the stylus to wipe out the bullets. -Maybe another mode that let you teleport with the stylus. -Add a final score to check how many bullets were avoided at the stage.
2そうだね
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返信[7]
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raimondz raimondxz
Landon: I will not add that feature. I tried to add that with the default controls but it didn't work well. Also, the hand will cover part of the screen. Oscar: I tried to recreate the bullet hell system from undertale to use it as a base for my games. This is done by creating a syntax similar to bullet ml. David: There will be attacks with lasers on other stages.
1そうだね
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raimondz raimondxz
An small demo of my progress [Key: VENXE33J] There still things to be done like adding more patterns, more behaviours for bullets and improve the selection screen. If you have any suggestion to improve the gameplay, then post it on the comments.
6そうだね
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返信[11]
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raimondz raimondxz
Also, how would you handle the turn? Will it be like final fantasy tactics/Tactic ogre?(Each unit gets their turn based on the speed) or like disgaea or advance wars (All the units could be moved on the player's turn)?
1そうだね
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返信[10]
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raimondz raimondxz
By the way, have you thought about the maximum size of the map? You could use a matrix and unidimensional arrays to handle the entities on the grid. The unidimensional arrays should store the metadata of the entities(Sprite number, HP, Movement,Tag etc) and the matrix could store a reference to the arrays(Either the list index or a tag name).
0そうだね
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返信[2]
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raimondz raimondxz
How will be the game? an isometric tactic rpg or top down rpg? Also, the 3 unit will work like rock, paper and scyssor?
1そうだね
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返信[9]
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raimondz raimondxz
Ojo que GOTO y GOSUB son utiles pero lo malo es que las variables que ocupas ahi quedan en el contexto global. Te recomiendo que aprendas lo basico del lenguaje (Manejar variables, condicionales - ciclos y definición de funciones personalisadas) Despues de que manejes esos conceptos deberias ver más a fondo las funciones que entrega Smilebasic para usar sprites, background y otras funciones.
1そうだね
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返信[4]
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raimondz raimondxz
Right now, the game has a: -Main menu (The options included are start game and help) -Help Screen -Stage selector: This is like pokemon shuffle (A scrollable screen with circle that can be touched) -Game screen: The screen you see above. UI Elements like messages and HP bar are on the top screen. I want to add mechanics with the stylus but I haven't thought anything interseting yet.
2そうだね
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ネタバレ
raimondz raimondxz
Just a test of my bullet engine. Sadly, undyne attack pattern doesn't work well because the colliders doesn't rotate. But at least i was able to create a circular pattern.
7そうだね
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返信[1]
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raimondz raimondxz
The "shake" feature of mario maker is included in the editor. For example, a spike can be rotated by shaking it on screen with the stylus.
1そうだね
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raimondz raimondxz
Found the last versiom of petit maker. Key: D3ANNXJF
14そうだね
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返信[1]
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raimondz raimondxz
You should try to search A* on Google. That's a good algorithm to get the path between 2 point. I don't know what kind of game are you doing but it work for both rts and platform games.
1そうだね
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返信[5]
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raimondz raimondxz
I've seen a code to implement pixel perfect collision in C++ but I don't have time to port that implementation to smilebasic.
0そうだね
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返信[4]
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raimondz raimondxz
As such, there could be three ways to do that: 1. Use a lot of circle sprites to simulate a laser.(Faster but maybe there will be one laser on screen) 2. Use graphic function(This solution could achieve the laser effect but graphic function are the slowest thing in smilebasic). 3. Use laser sprites with angle of 0,90,180 or 270
0そうだね
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返信[3]
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raimondz raimondxz
I doubt that I can make a gaster blaster or a laser because Smilebasic use square colliders for the sprites and not pixel perfect collision. Also, the collider doesn't rotate with the sprite.
0そうだね
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返信[1]
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raimondz raimondxz
Top screen. The chat bubble resize according to the data of the stage.
0そうだね
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raimondz raimondxz
Its been a while since i published the bullet hell demo but I will update the game I left before. Right now, I'm improving the engine to read data and resources based on the pattern used in cave island
6そうだね
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返信[1]
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raimondz raimondxz
I created that program, but I just wanted to know if I was capable to create a module to handle bullets with data.
0そうだね
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返信[5]
親投稿
raimondz raimondxz
To anyone who want to play this game, visit smilebasicsource.com and search "Friendly pellet rain" on the search bar
0そうだね
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返信[12]
親投稿
raimondz raimondxz
When you "save" on the sprite editor, you actually save the current page and not all of them. Maybe you saved when the background images were displayed. Next time, save when your sprites are displayed. If I'm wrong, then put step by step what you've done to do this "bug".
0そうだね
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