Don't use ACLS in a loop, since it resets everything in concern to graphics it takes much longer. You can use GCLS or CLS, but not ACLS.
Also, make sure to have a WAIT or VSYNC in your loop.
Yeah, Oscar knows best. My lazy way is to put the ACLS loop in its own @blah before the actual loop I want to run. [I usually put my bgmplay there too] But this is most likely the wrong way to do it.
ACLS should only be used at the start of a program
If you want a faster ACLS (still don't use this in a loop), you can do
ACLS 1,0,0
FOR I=5 TO 0 STEP -1
GPAGE 0,I
GCLS
NEXT
This won't load the default sprite/BG GRPs, but if you load your own textures then it's fine.
Just use CLS if it's only text.
Also, VSYNC is a version of the WAIT command that takes into account how long ago the previous VSYNC was used. Useful for laggy games.
GOSUBs should NOT fill out a program. In fact, there should be no use for them at all, since user-defined functions exist.
Remember, GOTOs and GOSUBs can lead to ugly and unmaintainable program structure.
Replace GOTO loops with WHILE loops and REPEAT UNTIL loops.
Replace GOSUBs with DEF FUNC.
Screenshot showing command syntax will be posted in a second.
Here's the screenshot with the syntax for WHILE, REPEAT UNTIL, and DEF!
(DEF is a little more complex, but I'll write a tutorial about that and post it on SBS)
GOTO and GOSUB aren't used anymore in programming, so that's why they're not recommended. It's also just a bad coding practice.
No, I even used GOTOs and GOSUBs in SmileBASIC before I found out how to make a program without them. A program with GOTOs will function the same as a program with WHILEs and REPEATs.
Also, expanding on what I said earlier, I recommend making a STATE variable that controls what screen you are on in your main loop.(e.g. 0 for title screen, 1 for map screen, 2 for battle screen, 3 for pause screen)
i think i can use text for the map, main character (green stickman who's name i cant remember), and evil otto can definately be made with text! after all evil otto is a smiley face!
Perhaps you'd be able to do create a similar game using only the console, but you need to learn how to handle entity maps and objects first.
As a start, you should have a little character that moves with the D-pad on the console screen. Try to program it by yourself before asking for help.
Well, you must start off by understanding the concept of an entity map. These are extremely useful when programming non-text console games. It usually is a 2-dimensional numerical array the size of the console screen, and will hold basic data of the entities on screen.
Everyone must start off somewhere. Don't worry.
An entity can mean literally anything. In your game, it can be a wall, an enemy, a laser, or even the player itself.
You can represent these as a number in a 2-dimensional plane, assigning a number for each different type of entity.
E.g.: 0 can be nothing, 1 can be a wall, 2 can be an enemy, etc.