Just reported this, and made a small program to display the bug.
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When SPCOL is defined for a sprite while a movement animation (with a delay) using SPANIM is in progress, the collision offsets are thrown off, which can lead to improper collision detection through SPHITSP. And it doesn't return to normal after the animation ends - the collision remains off of what is defined.
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Pretty sure it's a bug, however, when collision definition is executed while a sprite is animating or using SPANIM in any way with a delay, the collision will be weirdly extended in the direction that the sprite was moving. This is really throwing my MAIN MENU Screen for POLYGON off...
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Yay, with one tiny modification to the code, the sine-colored background is no longer one pixel off! That really looked bad in my last post... It slipped because SmileBASIC makes it so much harder to notice, while MiiVerse makes it jump out at you. :)
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:P The yellow background is actually created using one of my defined functions for the game. It takes two arguments - the color code and page to draw on - and defines the shade of the color using SIN, while moving outward from the center of the screen. Also, I just noticed, it seems to be one pixel too far on the right! There's something to fix...
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Jackson: Yes, in a way, this could be considered an arcade game. Also, there's strategy to it!
Devon: I'm not quite sure what you mean, would some colors actually be a problem?
And thanks for the support everyone! :D
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This seems to be getting somewhere... This is the POLYGON Game Options menu. It allows you to customize the way the game goes a bit!
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Another mistake! It's EY, not EXY. Also, I mean take the SPHOME offsets and make them negative simply by going (-X) or (-Y) in your parameters for HX and HY. Also, I've never needed SPCOLVEC, I'd only use it if you want a specific speed of collision allowed only.
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Grr, forgot that too! Yes, SPHITSP will not work without caaling SPCOL first. I'd recommend defining SPHOME for a sprite first, then calling SPCOL CN,HX,HY,EX,EY,TRUE - where CN is the Control Number, HX and HY are the NEGATIVE SPHOME offsets, and EX and EXY are the width and height of your sprite. TRUE will adjust the collision for SPSCALE.
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My game, Polygon? Well, I'm still working on option menus, but I will be beginning on the main game very soon. And with the AI for the enemies already figured out, the main game should only take me a day or two to program!
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Also, SPHITSP must either be used in an expression or assigned to a variable. Otherwise it just returns a syntax error, because nothing is being done with it's return value.
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Use SPHITSP to find the control number of the sprite collided with. If you are trying to find collision between one specific sprite and many others which aren't so specific, using SPHITSHP(Control Number, First CN, Last CN) works well, where Control Number is the specific sprite's number, and First CN and last CN are the range of numbers to allow returning collision from.
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I think this suits Polygon a lot better! I wanted to use brighter green colors, but they wouldn't show up on the grey - and I wanted to keep the grey bright because it made these look more like buttons!
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More sprite work, I'm thinking of redesigning these circle buttons... they just don't fit Polygon's theme.
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Oh, sorry for the confusion. It's a game I am working on developing, and it's called Polygon because you and your enemies are all geometric shapes like hexagons or octogons. Not a polygon-generator or anything like that.
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Wow, I actually screwed up there - it's GRP4 and not 5.
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The easiest way would probably be to design your sprites using the "PAINT" tool in the SmileTool, save them, and then in your program, use the LOAD" command, and put LOAD"GRP5:Name Of File Here". This is because, by default, the Sprite Definition Page is GRP5.
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My code seems to be getting more compact! Simply by changing a few labels to defined functions, I was able to shorten Polygon's code by about 25 or so lines! This is getting somewhere...
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I was rather lazy in programming some parts of Polygon, so now I have a lot of going back and modifying to do... *sigh*
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