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Oscar PwnageBlock
Bunch of fixes! Most importantly, an exploit was patched, which allowed SmileBASIC to return to the eShop.
4そうだね
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Oscar PwnageBlock
Nice methods! When I need numbers to appear more frequently, I usually just go the easy way and distribute a random number among certain ranges. So it would look something like this... R=RND(100) IF R<20 THEN 'SMTH1 ELSEIF R<50 THEN 'SMTH2 ELSE 'SMTH3 ENDIF
2そうだね
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Oscar PwnageBlock
You can save space in your project by deleting unnecessary files, such as the backup files and individual save data. Aside from that, you could upload the project by parts. But please consider buying Gold Membership. It doesn't cost that much and supports SmileBoom to continue the development of SmileBASIC.
1そうだね
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Oscar PwnageBlock
What for? There's no real need to do that.
0そうだね
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Oscar PwnageBlock
There is no such version.
0そうだね
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Oscar PwnageBlock
I'm pretty sure you can. Arcanum Stone, for example, saves every character's sprite sheet (and their home stage) separately, and yet the game can render 2 characters and a stage at the same time. I'm not too sure on how you could do that, but perhaps it involves loading the sheets to other graphics pages and defining the sprites from those instead of GRP4.
0そうだね
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Oscar PwnageBlock
@Wake Me Up Uhh, no. That unintended behavior got fixed in the latest patch. (3.3.2)
1そうだね
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Oscar PwnageBlock
You can control the wall's sprites, but not the sky's or ground's.
0そうだね
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Oscar PwnageBlock
Welcome to the community!
0そうだね
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Oscar PwnageBlock
It takes less than 1000 blocks. About 600, if I recall correctly. There is no real entry age for programming. As long as you can use a computer and you are willing to learn, you can code.
3そうだね
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Oscar PwnageBlock
Most experienced coders probably have big projects they are working on. Big projects take time, so you rarely see them post here.
0そうだね
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Oscar PwnageBlock
I certainly hope that you know games in SmileBASIC are local multiplayer only.
1そうだね
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Oscar PwnageBlock
Perhaps you set the graphics page to be on top of the raycaster's sprites? Try calling GPRIO 1024 before drawing with the GFILLs.
1そうだね
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Oscar PwnageBlock
6/5. I would've never thought about making my own games for 3DS, but this awesome software made it possible.
0そうだね
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Oscar PwnageBlock
You can always change the transparency's color by selecting it and fiddling with the RGB bars.
0そうだね
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Oscar PwnageBlock
You can always start learning! Also, I'd suggest changing the sprite's background to transparent. (The crossed out color.)
1そうだね
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Oscar PwnageBlock
If you don't know what a WHILE loop is, I suggest you start off by reading the instruction manual included within the game (press the Home button and select the manual) and also reading the official e-manual. You can find that here: http://smilebasic.com/en/e-manual/manual11 Otherwise, please tell me if you are ready for the rest of the explanation.
0そうだね
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Oscar PwnageBlock
You may think something like that is simple, but it actually involves a bunch of instructions, each with their own function. First of all, you should know about what a main loop is. It is a loop, such as a WHILE loop, that continues as long as the game is running. Inside the loop, you will have most of your program logic. For each iteration of the loop you will also render an individual frame.
0そうだね
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Oscar PwnageBlock
Sorry, but I'm not experienced enough with sprite animations to really help you right now. Perhaps after a little bit of research I can help you.
1そうだね
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Oscar PwnageBlock
Set the console's background drawing color to transparent before calling CLS. This will remove the console text's black background, therefore not covering up other visuals. Make sure to set it to black when you want to clearly display console text again. You can set it to transparent like this... COLOR #TWHITE,0 ...and set it back to black like this... COLOR #TWHITE,#TBLACK
2そうだね
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