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返信[30]
親投稿
PChicken NerdChicken
start reading from the beginning of the code.
0そうだね
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返信[29]
親投稿
PChicken NerdChicken
Then, you can use READ VARIABLE to assign the first piece of data on the stack, 12, to the variable given to the READ command. Imagine that the 12 was removed from the list of data. Next up is "LOL". You will need a string variable to assign this data to. Let's call it STRINGVAR$. READ STRINGVAR$ will assign such data to the STRINGVAR$ string var. Note: Not using RESTORE will make the READ command
0そうだね
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返信[28]
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PChicken NerdChicken
DATA stores information in a stack that you can load into variables or arrays with READ. This "stack" is basically a list of numbers or strings, data as we will call it. @SPECIALDATA 'Optional DATA 12,"LOL",15,16 This is a label, and a data stack assigned to a DATA command. Optional: Use RESTORE @SPECIALDATA to tell SmileBASIC that you want to READ starting from that label.
0そうだね
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プレイ日記
PChicken NerdChicken
After some disconcerting bugs were dealt with, and a rework of the way elements are defined, I have to rework dragging. Funny, right?
7そうだね
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返信[2]
親投稿
PChicken NerdChicken
BGOFS layer,xcoord,ycoord now move it like you would a sprite. You may need help on loading bgmaps.
2そうだね
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返信[28]
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PChicken NerdChicken
Can you not read? It's been taken down, and the game wasn't even completed. It was taken down months ago. This guy is making a publicity stunt.
0そうだね
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返信[6]
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PChicken NerdChicken
Okay, seems like you can PRINT and maybe LOCATE. Do you know what variables are and how to use them?
0そうだね
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返信[5]
親投稿
PChicken NerdChicken
What?
0そうだね
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返信[3]
親投稿
PChicken NerdChicken
Well, it will be pretty hard to help you then.
0そうだね
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返信[1]
親投稿
PChicken NerdChicken
You don't know how to move the numbers?
0そうだね
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返信[2]
親投稿
PChicken NerdChicken
Do you know how to display text on the screen yet? If so, do you know how to display text on the screen on the graphics page? And, finally, do you know how to use WHILE/WEND FOR/NEXT REPEAT/UNTIL loops and IF/ELSE/ENDIF conditionals? If you can do ALL of those, then you can get up to sprites.
2そうだね
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返信[1]
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PChicken NerdChicken
side-scrollers are probably too complicated for you right now. Use the manual that you can access from the home menu (tap on smilebasic app, then tap on Manual.) to learn at least the basics of what's going on.
2そうだね
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返信[8]
親投稿
PChicken NerdChicken
... we didn't need to know that. Don't try to make games you can't make yet.
2そうだね
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返信[2]
親投稿
PChicken NerdChicken
that's just a font.
3そうだね
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返信[7]
親投稿
PChicken NerdChicken
Or just print the whole picture...
1そうだね
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返信[17]
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PChicken NerdChicken
Type PRINT "ANYTHING HERE" Make sure you use the double quotation marks, and press enter.
0そうだね
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返信[1]
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PChicken NerdChicken
IF SX>0.8 THEN RIGHT IF SX<-0.8 THEN LEFT IF SY>0.8 THEN DOWN IF SY<0.8 THEN UP
1そうだね
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返信[7]
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PChicken NerdChicken
extra work for a beginner, but yes, it does help you find some bugs faster. And yes, please do not ask for minecraft, fnaf, or undertale. Do not ask "key please" in posts that are obviously jokes. Please, stay professional. key please
1そうだね
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返信[6]
親投稿
PChicken NerdChicken
forces the interpreter to run the code starting from the label no matter what. ACLS doesn't just clear text, it also clears sprite/bg and graphical data, which is why people love it so much. You should put it at the beginning of all your programs, as previously mentioned by SomeThing. It makes sure you don't have bits of data left over from last program. OPTION STRICT forces you to do lots of
0そうだね
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返信[5]
親投稿
PChicken NerdChicken
You're not using the right loops. The labels are not meant to be used for that, and even though they are in the examples, those are just bad habits the programmers picked up a long time ago. Use REPEAT<Code>UNTIL<Condition> and WHILE<Cond.><Code>WEND instead. Also, empty lines do not send a label code back to its source. GOSUB lets the label code return using RETURN. GOTO, which you mentioned,
0そうだね
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