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Bradley JustGreat
アメリカ
誕生日非公開
ゲームの腕前上級者
利用したゲーム機Wii U/ニンテンドー3DS
フレンド6/100
フォロー25
フォロワー14
投稿数59
そうだね数847
取得日時

Hello. If I've learned anything in life, it's that status messages get outdated quick. Currently, I love to doodle, discuss, and post custom stages, but my activity varies from time to time. No junk here, just quality.

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Bradley JustGreat
BTW, I replied to an older comment of yours and made an example demonstrate what I meant. Hope this helps.
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Bradley JustGreat
STICK OUT outputs how far the circle pad is pushed in the x and Y directions to whatever variables you put after it. i.e. STICK OUT X,Y The range is -0.875 to 0.875 in both dimensions.
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Bradley JustGreat
You are placing and removing the ASCII dude before the VSYNC happens. I recommend clearing the spot using LOCATE X,Y:? " " or CLS, moving the XY coordinate, and placing the dude im that order before the VSYNC. It's simpler that way.
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Bradley JustGreat
By the way, this is way outdated. Please don't even pay attention to this
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Bradley JustGreat
Celeste is one TIGHT puzzle platforming game. The download key is 4RK3J4B3 if you want to play it yourself.
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Bradley JustGreat
Use SPOFS after the sprite has been initialized with SPSET. SPOFS works using the coordinate grid instead of moving relative to where the sprite currently is, so use variables to dynamically move your sprite.
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Bradley JustGreat
Don't sweat the learning part! SmileBASIC is a very easy language to learn just by playing around with it.
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Bradley JustGreat
That would be interesting to hear coming from a 3DS of all places!
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Bradley JustGreat
I accidentally left a debug feature in, so lemme tell you what it is. If you press A, the game slows down to 1/50 speed so you can watch the numbers change. It gives a lot of insight!
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Bradley JustGreat
I estimate the game is near version 0.2.5, for anyone curious.
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Bradley JustGreat
Hey, remember that "demo" I uploaded earlier today? Well, I've been working at it for a while now, and present to you a new and halfway decent engine. I call it "space mode", and the old one, which is still in the programming, is called "earth mode". The sorce code is still messy, but I tried to make space mode organized. If you want, download my petty, incomplete game. It's a neat program.
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Bradley JustGreat
So in other words, true-color is not a feature for GRP's, only near true-color?
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Bradley JustGreat
I had no clue that was even a thing. Sounds interesting nonetheless!
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Bradley JustGreat
I have no clue why I was forced to use a screenshot here, but whatev's
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Bradley JustGreat
I can't wait until someone smarter than me makes external editing tools for SmileBASIC. Then, I won't have to struggle making sprites, and we'll all be able to share copyrighted material *evil grin*
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Bradley JustGreat
I'm a decent sprite artist. Would you like me to make things like the buttons and logos?
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トピック
Bradley JustGreat

Has anyone made a GRP editor that allows for exact RGB colors to be selected? The one already in SmileBASIC skips a few values no matter what you do, and it's aggravating.

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Bradley JustGreat
I actually found a thing I could add, but don't feel like reuploading. Just imagine that the "brake" period is no longer static, and instead can be exited at any time to resume going in the direction you were going before you stopped. The speed is even retained perfectly from whatever amount of "braking" you allowed.
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Bradley JustGreat
Hello fellow programmers! As I'm learning this language, I've been trying to make a game. So far, all I've finished was this animation for the character, but it's still pretty interesting. Left and right control it, and switching rapidly "brakes" in order to go in the opposite direction more quickly. Check it out if you'd like.
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Bradley JustGreat
They're making a version of SmileBASIC for the Wii U, and it's planned to be completely compatible with the 3DS one.
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