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MathPRG MathProgrammer
Then use SPCOL X, Y, W, H, 1 - X and Y are the offset for the top left corner of the collision box, and W and H are the width and height of it. The 1 at the end enables scale adjustment. Ideally you'll want to replace X and Y with half the width of the sprite in X, and half the height for Y, however they both should be NEGATIVE values.
1そうだね
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MathPRG MathProgrammer
Yeah, if it only would allow you to use one coordinate it would be very difficult to press a button. If your buttons are sprites, then you should use TOUCH OUT TT, TX, TY to get the X and Y coordinates of the cursor, and TT will store how long it's been held. Make sure this is in a loop.
1そうだね
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MathPRG MathProgrammer
I forgot a few sprites in the last post :) I also shrunk the view range by 1/3 of a second to make it look better. The buttons with the arrows on them will hide the attached part of the interface, giving more space. I also won't be adding a zoom tool but view range will be a setting!
1そうだね
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MathPRG MathProgrammer
After rearranging a ton of lines and sprites, the basic layout for the editor is complete! Options for special effects (pan, modulation, etc.), and note length, as well as the selected note's key, will appear in the empty space above 'TRACKS', the content depends on the selected component.
3そうだね
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MathPRG MathProgrammer
Lastly, looking it up, it appears that 'bright' is just a musical term for more treble. So I'll probably just put a B somewhere on the icon and make that the indicator for the different pianos. Which means... Only 127 more icons to make! Haha... ;-;
0そうだね
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MathPRG MathProgrammer
Also, I often end up working on something for a bit, and almost disappearing for a while. And with this big project I've already got on hand (and me having a hard time already figuring out how to implement all the MML commands!) it is probably going to take me quite some time. I'm making this not only for easier music making, but also so I can create custom songs for POLYGON 1.2.
0そうだね
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MathPRG MathProgrammer
LOL, I don't personally think I'm THAT good, I mean on the old PTC I couldn't make proper characters for my puzzle game. So I only used the built in ones... These are pretty simplistic, I just made straight lines or 45° diagonals, with a few slightly different angles. In the 'MML' and 'MP' I just used three different colors and made them 'fade off' by removing every second one when they merged.
0そうだね
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MathPRG MathProgrammer
AN acoustic, I mean. Silly grammar mistake...
0そうだね
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MathPRG MathProgrammer
Came back and I aim to get back to working on BitByte MML! I just designed more sprites but got stuck - anyone know if there is any difference in appearence between a acoustic piano and a bright acoustic piano?
3そうだね
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MathPRG MathProgrammer
They still kept the PICTOCHAT characters on the 3DS? I wonder if they were ever planning on creating a new one, obviously they ditched that if they did...
0そうだね
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MathPRG MathProgrammer
Yes, without using the GCOPY command and finding the exact coordinates of each sprite, the only thing you can do is load the sheet to a seperate layer. Since all character sheets and other graphical sheets are stored as general GRP files, all you need to do is specify a different page when loading.
1そうだね
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MathPRG MathProgrammer
There is a command called TMREAD, so you could put 'TMREAD(TIME$) OUT H, M, S'. This will assign the different values of TIME$ to their respective places, as long as TIME$ is in the right format, although it's a system variable so you don't have to worry about that.
1そうだね
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MathPRG MathProgrammer
I give it a FOR loop which sets the 'angle' bounds, then using the sine and cosine of that angle, as well as the increasing value of the angle itself, make it spin around the center while pushing the pixels further away as it goes. Basically that creates this effect. Usually 2880 is the max radius as it covers most of the screen at a size of 1.
2そうだね
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MathPRG MathProgrammer
Actually I used a rather different equation involving a pixel 'frequency' (I was initially trying to make a black-and-white pixel gradient) but its cool that there's a simpler way!
0そうだね
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MathPRG MathProgrammer
I was kind of bored and made a spiral generating program! It includes variables to customize the quality, size, spacing between additional lines, speed of rotation, and max radius.
8そうだね
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MathPRG MathProgrammer
Looks awesome! I really like the interface design, especially the 'Boss' bar.
1そうだね
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MathPRG MathProgrammer
What in the world did I just make?!
8そうだね
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MathPRG MathProgrammer
A key for this project featuring the current textures as shown would probably get taken down for use of Nintendo's copyrighted characters and game.
1そうだね
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MathPRG MathProgrammer
Just finished making this. Still going with a somewhat retro theme for BitByte MML, I tried to make this font similar to ones used for many NES games. I'll probably make a custom font option somewhere too!
2そうだね
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MathPRG MathProgrammer
FLEENSTONES?!! Aw... Grand Dad...
0そうだね
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