Thanks! Works like a charm. Now I need to make the character move along the x-axis, since this is a 2D platformer. And I need to animate the front background layer as the character is moving.
you might wanna use bgofs then to move the background rather than animate it. example
bx=0:by=0
while 1
b=button()
if b and #right then inc bx
if b and #left then dec bx
bgofs 0,bx,by:bgofs 1,bx,by
bgofs 2,bx,by:bgofs 3,bx,by
vsync
wend
ah, i can help with that.
let me try to make a small demo for you on that.
also idk if you know how to use the circle pad, so if not then i can easily teach you or give you my demo on using it.
but if you do know, ignore that.
depending on the game you most likely need bgcollision for blocks that stop/help the player.
(again if you know this ignore)
this is simple-ish to do.
so just ask away..
In my opinion, I'd use SPCHR. It's more straight forward and a lot easier than SPANIM. It accepts the same parameters as SPSET, for example SPANIM 0,32,64,24,16 (I have no idea if that works or what sprite it changes to, I'm trying to do this without my 3DS).
Sweet stuff, Levi. Now how do you prepose to automatic movement? And jumping? BTW replaced DEC & INC with +2 and -2 cause the sprite looks like he moves fast.
ah yes. you slow down the sprite by changing the 4s in spanim to higher numbers. that number is the time to wait before using the next sprite. Also what do you mean automatic movemet
Here's a key for the auto movement demonstration. So it'll give you an idea of the mechanic: 4RF3PXSD
The character automatically moving was part of a mechanic in the game: Drancia Saga
@Jackson
download key [BJ3XQ394]. the file COPY_TEST is an example of the automatic movement. There is jump code but not very good code for that. The code is annotated to help explain what is going on. Hope this helps.