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raimondz raimondxz
Now I see the problem, after every input you jump straight to what you want to see, then return to the start. You need to: -Store the input for the button in a variable.(VAR B=BUTTON()) -Compare using AND instead of ==(IF B AND #UP). -Store the changes on a variable(DELTAY=-1) -Then, change the sprite position( VAR X,Y SPOFS 1 OUT X,Y SPOFS 1,X,Y+deltaY )
0そうだね
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raimondz raimondxz
I don't know how you coded your game but I guess that you didn't use a game loop pattern. The pattern look like this: While the game is running -Capture/Process the inputs. -Update the entities on the game(HP, store the next position on the map, etc) -Render the game WEND
0そうだね
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raimondz raimondxz
If you want to learn how to use smilebasic, then you should visit smilebasicsource.com . There are tutorials to make games and other tools that you can use to make sprites, music and improve your code. Also, you should start with something simple. Try to understand the program EX[1-7] from the folder sys and then start a small project.
0そうだね
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raimondz raimondxz
Top screen. I still need to improve the UI.
1そうだね
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raimondz raimondxz
The logic layer of the map. It's filled automatically if a tile is added on the front tile but there is also a way to edit them. I used the same method on my platform example.
1そうだね
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raimondz raimondxz
I think the first stage of my scene editor is complete. I still need to decide how the data will be store and how I will handle the entities(Example: moving platform, enemies, etc) but I'll figure out later.
15そうだね
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raimondz raimondxz
I made that example. However, try to use lowerdash instead of sb3 custom compiler because the later has some bugs with the minus and the &b/h operator
1そうだね
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返信[6]
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raimondz raimondxz
You need to use sphome first using half width and height as parameters.
2そうだね
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raimondz raimondxz
Sorry, i should have written "expected result if cloned" instead at line 18. I though that arrays were cloned in smilebasic because pointers are dificult to handle.
0そうだね
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raimondz raimondxz
While I was working on my chunk editor, I found something interesting. I don't remember if they mentioned this behavior on the documentation.
5そうだね
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raimondz raimondxz
I will upload my chunk editor soon so you could check how I did that(Right now it has map scrolling, big map handler, autotile and use one background layer because of memory issues). Also, I can upload the uncompiled files so you could see each module
0そうだね
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raimondz raimondxz
The bitwise auto tile is working. Now is time to implement a way to play the map
11そうだね
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raimondz raimondxz
Is this part of a game loop? I ask because there are waits and spofs with inputs. You should isolate each action as input->update(Detect collition, apply gravity, damage)->render(Move sprite, draw graphics) Also, search for a concept called Indent Style.
0そうだね
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raimondz raimondxz
The key has been rejected. I changed the name and posted it on smilebasicsource.com. Here is the key: AB2ENWNE
1そうだね
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raimondz raimondxz
New demo of bullet hell system from undertale. Almost all my goals are ready... the only thing left is to attach the player to a platform when he is over it. If anyone is interested in make attacks in the pattern filr then I can add documentation on the next release.
12そうだね
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raimondz raimondxz
Some progress on my project. Still trying to create a chunk system to load big backgrounds
7そうだね
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raimondz raimondxz
I think that my bullet module is ready so I think I will try to do a chunk module to load and create giant maps.
4そうだね
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raimondz raimondxz
Stars are done with gpset in the loop on Line 208.
0そうだね
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raimondz raimondxz
I see the problem. You're changing the sprite in one iteration of yoor loop and moving using vx instead of px. Also, you're using wait between sprite changes. You should use vsync instead of wait and only at the end of the loop. Also, you should use a proper game loop and def instead of goto (I don't know if you feel ok reading your code but goto and label seems messy)
0そうだね
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raimondz raimondxz
Not yet. I'm going to try to see how this is done in game4shooter
0そうだね
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