yes, especially if you know how to code or are interested in learning how.
if not, then there are plenty of games that you get to play by downloading SmileBASIC.
No, it will not print RND. In order to print 'RND', you will need a String variable type and quotes "" around the RND.
It will print 0.
Why? Because RND is not RND(), it recognizes it as a variable, and variables that are not predefined default to 0.
also, what exactly were you looking for?
i need a concise explanation of what you want.
is it that you're counting jumps?
counting literal bounces?
bouncing based on the bounce count?
when the player jumps from the ground, set the bounce counter to whatever amount of bounces you want.
then, when the player hits the ground, if the bounce counter is bigger than 0, set the y velocity to -75% of the original y velocity.
should work in theory.
if anyone was a third wheel here, it was probably J.P.
anyways, bugfix i need to give:
add AND !SHOT to the IF BUTTON() AND #Y line.
if you don't, you can control the arrow by holding y and moving the circle pad.
SmileBASIC is a more giving programming language for beginners than *most*.
There are resources such as a free spritesheet and background sheet, canvas-less graphics, a console that is easy to use, and, most importantly, SPRITES.
Sprites are the backbone of almost every SmileBASIC program, and they can be harnessed to be practically anything you can imagine.
I recommend reading the guides on SBS.
Organizing this code into a executable order may be a little bit confusing, so:
ACLS
SPSET 0,117
SPHOME 0,8,8 'set the middle of the sprite to the middle
SPOFS 0,20,200
G=5
WHILE TRUE
STICK OUT SX,SY
IF !SHOT THEN SPROT 0,DEG(ATAN(-SY,SX))
IF BUTTON() AND #Y THEN
SHOT=TRUE
VX=SX*9
VY=SY*18
ENDIF
for, you may ask? It is a premade constant you put in the beginning of your code (outside your loop) to hold the amount of Gravity that pulls down your arrow. I like to put mine at 5.
Now, we should probably set the rotation of the sprite with SPROT ID,DEG(ATAN(-VY-G,VX)).
Next, we'll need to chip away at that velocity of the arrow bit by bit. Put in a VX=VX*0.98 and the same with VY.
angle every frame.
How do you do velocity, you say?
Well, on launch, you take the SX and SY values, multiply them by a number to make them bigger, and put them in a separate variable called VX and VY (or whatever you want).
Now, let's add a simple bit of code to move your sprite.
Use SPOFS ID OUT X,Y to get the position of your sprite.
Then put in a little SPOFS ID,X+VX,Y-VY+G
What is the G -cont-
If there is no drop, just use the SX and SY at time of launch to increase the coordinates of the arrow sprite, and you can get the angle to set the arrow sprite as by doing DEG(ATAN(SY,SX)).
The only trig you'll have to do in either way is just that ATAN bit to calculate the angle of the arrow.
If you want realistic arrow physics, you'll have to worry about the velocity and calculate the -cont-
make a variable that holds how long the button has been pressed, INCrease it by one IF the BUTTON is pressed down, and set it to 0 if it's not.
So, to be frank, I'm not giving you the exact code, and I'm making you use some effort. But asking for help is good, just don't overuse it or people will get annoyed and not reply.