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返信[7]
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Ricardo Caffeine305
Ok!
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返信[5]
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Ricardo Caffeine305
And also (and very important) you should not let be overwhelmed by those big, big unbreakable diamond walls you'll find while programming. If so, let the program down for a while and try to come back to it with a fresh mind.
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返信[4]
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Ricardo Caffeine305
Then you might like to move onto other, more game-programming oriented functions like those who handle sprites, animations, backgrounds... you'll find out that making an animation loop requires a programming loop like those you'll see when learning dos and fors. Then, ideas will start popping out of your mind as you program. You should try them...
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返信[3]
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Ricardo Caffeine305
Most programming languages I've learned (or tried to XD ) start with core functions like "do", "for", "goto". Try looking for some of these basic functions and it's use on the electronic manual, the in-game tips or even google. It's a good place to start trying to understand how these work.
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返信[6]
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Ricardo Caffeine305
@Stewart Interesting, will check your code ASAP.
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返信[5]
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Ricardo Caffeine305
Will try it later!
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返信[24]
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Ricardo Caffeine305
Was able to recover all of my programs for the download site. I'm still interested in this idea, but between work, social service, the last subject I'm taking at the University... and all the games I had on my robbed New3DS reset to square one, I'm finding it kinda difficult to concentrate and/or keep the pace on this here project...
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返信[23]
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Ricardo Caffeine305
Don't think those punks were even able to recognize the robbed me a videogame console, so I'm pretty sure they did no deletion... Thanks in advance, Ju.
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返信[21]
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Ricardo Caffeine305
I got robbed past week and lost my New3DS. Can I recover this program's code just downloading it with the key?
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返信[20]
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Ricardo Caffeine305
Right now it looks like this: it's just a board with auto-center for one unit. You can move the unit by directly touching it. Key is RD3ED83V
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返信[19]
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Ricardo Caffeine305
After trying to code the game using Phaser, I decided to rewrite the entire code so it behaves just like (or as near as) what I've done on Phaser.
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返信[18]
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Ricardo Caffeine305
And if even if I decide to do that, I'll have to deal with some other sub tasks before continuing with the game (like a matrix addition program so I can implement it on the game later). Right now I'm dealing with the cursor (so you can select a unit).
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返信[17]
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Ricardo Caffeine305
I was thinking on individually calculating a complete matrix for each unit and then just sum all the matrices in order to know how the attack ranges of each unit interact with each other but, might it be a hard task for the 3DS processors? my best bet is it might be...
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返信[16]
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Ricardo Caffeine305
Sounds kinda like a labyrinth automatic navigation we did early with me mates! guess I should revist that code. Thanks for the advice!
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返信[13]
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Ricardo Caffeine305
Been thinking on the best way to implement the unit's attack range. TBH, I've had no lectures on data structures or the like and I'm guessing it would give me some idea on how to do that. Not everything can be solved using arrays, I guess...
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返信[12]
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Ricardo Caffeine305
Disgaea-like. All the units move on player's turn.
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返信[9]
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Ricardo Caffeine305
I'm checking this 0x88 algorithm and it's 'off-the-board' detection advantages. Might recreate something similar just cheching the [i][j] values. I'm writting the square contents on a matrix, but it seems it's feasible to write them on a unidimensional array and locate positions using equivalence classes. Thus, off-board detection may change depending on the way the board is stored.
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返信[8]
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Ricardo Caffeine305
Saw simeon did somewhat like that with his chessgame code... gotta try, it might work.
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返信[6]
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Ricardo Caffeine305
This is the data matrix with all them ranges activated. characters are 1, 2, 3 and 5 are the possible places a character can move. Not final, though. Having this issue when I try to spawn a character near the board limit. Induces an overflow in the program.
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返信[5]
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Ricardo Caffeine305
Will post a diagram of the unit's ranges in hopes of clarifying that point a little. I'm having some issues on that dept. by the way. Not sure how to render the attack ranges "game board-wise". If the unit is close to the board limit and it's attack range falls off the board, the game renders an error.
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