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raimondz raimondxz
I though my bullet module was ready... but the collition box doesn't rotate along with the sprite.
7そうだね
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raimondz raimondxz
DIM is a word to declare arrays in SMILEBASIC. You could also use it to declare variables.
0そうだね
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raimondz raimondxz
Use STICK OUT X,Y to get the axis of the circle pad. Then you must see if they are outside the dead zone. Example for moving left: VAR B,X,Y B=Button() STICK OUT X,Y IF X<-0.2 OR (B AND #UP) THEN moveUp By the way, I'm working on a bullet hell system similar to undertale. Here is the key: KA5D4T3 Also use UP UP DOWN DOWN LEFT RIGH LEFT RIGHT A B while you're playing.
1そうだね
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raimondz raimondxz
Sorry, my mistake. Actually I changed the position of A and B. Try UP UP DOWN DOWN LEFT RIGHT LEFT RIGHT A B when you're in the box.
0そうだね
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raimondz raimondxz
Use it while you're playing
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raimondz raimondxz
By the way, the key is KA5D4T3. There you could see the data code. Also, the demo is designed to make you lose in few waves, unless you know a famous code In this pic, a lot of bullet have the same behavior. The only diference are the vector and the starting point. I thought on store this behavior on a label but If I call the data inside that label, then I lose the reference of the label @P_S1_X
0そうだね
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raimondz raimondxz
The behaviors builder of the bullets hell is ready. However, I think I need another way to define data because its become too large. I will leave a pic bellow about how i handle data
6そうだね
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raimondz raimondxz
Right now I'm testing what can I do with SmileBasic but I plan to do a roguelike game using the code of undertale bullet hell system to create custom weapons and custom behaviors for enemies. By the way, What kind of game do you want to do? and What can you do to achieve that objective?
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raimondz raimondxz
DATA is a way to store values in a queue. Then you can read those values using READ or RESTORE if the data was defined after a label. DATA is useful if you don't want to hard code everything in your code. For example, I used data on the program I posted bellow to define attack patterns and other stuff. https://miiverse.nintendo.net/posts/AYMHAAACAAADVHknZvDpag
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raimondz raimondxz
Also, I don't plan to remake undertale or anything... I'm using this project to create behaviors for bullets and other stuff. This is the TODO list: -Delete or hide music "megalovania" and "Enemy Approaching" -Add option to tell the bullet to go from a point a to point b. -Add interpolation for variable speed. -Add homming behavior. -Add platform gameplay with variable gravity angle.
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raimondz raimondxz

RX34X63

Just a short demo of the bullet hell system of undertale... I couldn't add more patterns because of lack of time but you could see the data on the last lines of the code.
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raimondz raimondxz
Here is the top screen and the key if anyone want to test it
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raimondz raimondxz
testing undertale bullet hell system... i'm having problems with collition. Anyone know how to detect collition by pixel?
3そうだね
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raimondz raimondxz
Ok, I understand. I don't know if you have ideas to connect rooms or avoid overlapping but this guy posted short example about thing he put on his game "Red Rogue"(Thought they are in flash, but the syntax is similar to java). One of them is an algorithm for dungeon generator. Here is the link if you want to take a look. http://forums.tigsource.com/index.php?topic=8467.0
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raimondz raimondxz
Look great. Are your code based on some algorithm for dungeon generation? or are you doing your code from scratch?
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raimondz raimondxz
I'm not porting undertale. I used the heart from the sprites sheet and the lines was done with Gputchr. However, I want to make a game about how long can you survive in a bullet hell with the same rules of the game. I think I will use 3 modes: red(free roaming), blue(platform) and something with the stylus.
0そうだね
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raimondz raimondxz
A heart in a box. By the way, I finish to transcript Megalovannia to mml using 10 channels. However, I don't know if I cluld share that file...
7そうだね
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raimondz raimondxz
My MML editor is almost finished. Tempo, channel and other stuff are on the bottom screen. Also, if you know what song I'm trying to recreate then you... S H O U L D B E B U R N I N G I N H E L L.
7そうだね
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raimondz raimondxz
Finally implemented the enemy module with push and pull. I spawnedall of them using the touchpad. Now, i need to make a projectile and UI module.
8そうだね
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raimondz raimondxz
Copied the player module and made the first enemy. Right now, it just follow the player...
5そうだね
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