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Oscar PwnageBlock
I really think people should stop publishing copyrighted content without permission. Ports end up being sub-par at best and whoever ported it, and possibly SmileBoom, can get in trouble for it. If you have permission, if it's within public domain, or the software is complete abandonware, then go right ahead. Other than that, try sticking to original ideas.
8そうだね
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Oscar PwnageBlock
Hm, I wonder what that translates t- Oh. Now I'm curious. What is it actually supposed to translate to?
1そうだね
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Oscar PwnageBlock
Interesting... I can't see how this would be particularly useful, but interesting nonetheless.
1そうだね
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Oscar PwnageBlock
Can't wait for Miiverse Spam Simulator 2017... ...or was it Interactive Slideshow: SB Edition? Crude jokes aside, good luck.
2そうだね
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Oscar PwnageBlock
A few corrections: Can* someone* help me* make* a* game?* You would have to show what your coding abilities are first. Most people are only willing to help those that are able to help themselves. (AKA those that at least have some kind of base knowledge of coding and game development.) If you need help with learning how to code you should ask that instead.
0そうだね
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Oscar PwnageBlock
The first number you specify when calling SPSET is the sprites ID. You can call SPSET with different IDs to declare and display multiple sprites at once. You use this ID with pretty much every sprite related instruction.
1そうだね
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Oscar PwnageBlock
Even if you are not good at programming, you can still play all the games and programs that people have published. And if you ever want to make your own programs, you can get help learning from this community. We're always glad to help beginners!
2そうだね
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Oscar PwnageBlock
You probably already noted, but that is because the THEN of an IF statement in C is silent. It's only ever represented by brackets. (Or doesn't appear at all when writing next-line statements, which are also a bad programming practice.)
0そうだね
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Oscar PwnageBlock
IF <condition> GOTO <@label> does exist, but using it is a bad programming practice.
0そうだね
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Oscar PwnageBlock
Also, I used a multi-line IF statement just to make the code a bit more clear. Same goes for the infinite loop, since I didn't want to reuse BUTTON for its example. Those claims are perfectly valid, though.
0そうだね
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Oscar PwnageBlock
While I understand cases in which what you said is useful, some can become shortcomings. Replacing the constants with their actual values decreases the code's readability, specially if you don't have the values memorized. Using == instead of AND means that the button you are comparing must be the only one being pressed. That would mean pressing A would work, but not A and UP.
0そうだね
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Oscar PwnageBlock
Cool! We definitely need more board games in SmileBASIC. If you need any help, don't hesitate to ask!
0そうだね
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Oscar PwnageBlock
The reason your code doesn't seem to work is because the program checks if the B button is being pressed directly from the program's start. If it's not being pressed it skips the WHILE loop, terminating the program. You can fix this by instead wrapping a simple conditional in another loop. It could look like this... WHILE 1 IF BUTTON() AND #B THEN PRINT "OK" ENDIF WAIT 1 CLS WEND
1そうだね
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Oscar PwnageBlock
You can use BUTTON along with logic gates and constants to build conditionals for your program. You'll want to use the logic gates AND and OR, and the list of constants is this: #A, #B, #X, #Y, #UP, #DOWN, #LEFT, #RIGHT, #L and #R. Each constant corresponds to a button. You cannot use START nor SELECT.
1そうだね
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Oscar PwnageBlock
The BUTTON command returns the press state of all buttons at the moment it was called. What kind of press it was depends on the number you include as the parameter, however, you will probably only use BUTTON() and BUTTON(2), where the empty one returns held down buttons and the one with a 2 returns just pressed buttons. You can also assign BUTTON's return value to a variable for convenience.
2そうだね
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Oscar PwnageBlock
Google Translate is pretty good translation software.
0そうだね
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Oscar PwnageBlock
Sorry! Ignore the incomplete "You would" in my previous comment. I meant to say you should wrap the menu code in a loop, like I did. After a selection is made (by pressing A), you'll get out of the loop and SLCT will tell you what option was selected. This way you could have a branching conditional, like this... IF SLCT==0 THEN 'GAME A ELSEIF SLCT==1 THEN 'GAME B ELSE 'EXIT END ENDIF
0そうだね
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Oscar PwnageBlock
You could then finalize selection with BUTTON again. You would The example would look like this... REPEAT PRINT " GAME A" PRINT " GAME B" PRINT " EXIT" LOCATE 0,SLCT PRINT ">" B=BUTTON(2) IF B AND #DOWN THEN INC SLCT:IF SLCT>2 THEN SLCT=0 ELSEIF B AND #UP THEN DEC SLCT:IF SLCT<0 THEN SLCT=2 ENDIF WAIT 1:CLS UNTIL B AND #A
0そうだね
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Oscar PwnageBlock
You could then finalize the selection by some method, and the program would continue depending on the selected option. For example, having 3 options "GAME A", "GAME B" and "EXIT", you could print them on screen. Your selection would be determined by a variable SLCT. You'd change this variable using BUTTON. You'd draw an arrow on screen depending on this variable to show what option is selected.
0そうだね
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Oscar PwnageBlock
Well, there isn't really a concrete concept or implementation of a menu. A menu can be anything that offers options to the user in order to do something. A simple implementation for a menu can be a limited number of options, where one of them is currently selected and you can change the selection through some method.
0そうだね
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