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Oscar PwnageBlock
Just copy them from Google Translate.
0そうだね
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Oscar PwnageBlock
It's the default animation editor. It can be pretty tough to understand.
2そうだね
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Oscar PwnageBlock
If you want the editor and console text in SmileBASIC to appear bigger, you can run the instruction WIDTH 16. It doubles the size of all console and editor text, and is helpful for those that can't comfortably read the smaller text. If you want to change back to the default smaller text you can simply run the instruction WIDTH 8. (Note that this doesn't change menu text or GPUTCHR text.)
0そうだね
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Oscar PwnageBlock
Awesome! Hopefully we won't have to go through this again.
5そうだね
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Oscar PwnageBlock
You mean キー, right?
0そうだね
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Oscar PwnageBlock
Here's a tip. If you don't have anything nice or constructive to say, don't say it.
0そうだね
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返信[13]
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Oscar PwnageBlock
Coordinates are handled similarly to how they would in a Cartesian plane, with the exception that the Y coordinate is reversed. X goes from 0 to 399, starting from the left side of the screen (left to right). Y goes from 0 to 239, starting from the top of the screen (top to bottom).
0そうだね
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返信[12]
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Oscar PwnageBlock
I suggest you read this entry of the e-manual: http://smilebasic.com/en/e-manual/manual35/ Basically, the first number is the sprite's ID. It will be unique for every different sprite and represents it. You use it with pretty much all sprite related instructions. You assign this ID when calling SPSET. It's the first number you specify.
0そうだね
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Oscar PwnageBlock
No, not really. They just take up server space. If you want to share keys, you can share them through Miiverse.
0そうだね
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Oscar PwnageBlock
Delete the <MML> as well.
0そうだね
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Oscar PwnageBlock
It appears you have copied this with an XML-like structure. You can maybe adapt it to SmileBASIC by erasing the first part of it, up to where it says "<MML>", and then encompassing the entirety of the MML with "".
0そうだね
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返信[2]
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Oscar PwnageBlock
First of all, I'd suggest acquiring SmileBASIC, since it appears you don't own it (or a 3DS, even) under the NNID you are using.
0そうだね
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返信[9]
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Oscar PwnageBlock
To change a sprite's location use SPOFS. It follows this syntax: SPOFS <Management #>,<X coordinate>,<Y coordinate> So you could do something like this... SPOFS 1,200,120 ...to place sprite 1 at point (200,120). To scale a sprite (make it bigger) you can use SPSCALE. It follows this syntax: SPSCALE <Management #>,<X scale>,<Y scale> Sou you could do something like SPSCALE 1,4,4.
1そうだね
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Oscar PwnageBlock
To use INPUT you need to specify a guiding string, and a variable that'll hold the input. It follows this syntax... INPUT <Guiding string>,Variable So you could do something like... INPUT "Command: ",CMD$
1そうだね
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Oscar PwnageBlock
Interesting! If you need help with coding, don't be afraid to ask.
3そうだね
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Oscar PwnageBlock
Are you running this from the project viewer or through DIRECT mode? Make sure to run the program while the program has access to its project folder. Otherwise, it might not have access to files necessary to run correctly.
0そうだね
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返信[11]
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Oscar PwnageBlock
Feel free to ask if you need more help!
0そうだね
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返信[10]
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Oscar PwnageBlock
Similarly, to load the data back, you'd use another numerical array and the LOAD command. You can keep the array empty as it will be expanded automatically. All data will be in the same order as you saved it. I suggest wrapping the load in a CHKFILE conditional. IF CHKFILE("DAT:FILENAME") THEN DIM LOADARR[0] LOAD "DAT:FILENAME",LOADARR,FALSE HP=LOADARR[0] XP=LOADARR[1] IDK=LOADARR[2] ENDIF
0そうだね
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返信[9]
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Oscar PwnageBlock
Copied from another comment of mine... You can use the SAVE command in conjunction with an array. First, you'd define the array, which must be numerical and will hold the data you want to save. Afterwards, you can use the save command by specifying the file type as DAT and specifying the array. E.g.: DIM SAVARR[3] SAVARR[0]=HP SAVARR[1]=XP SAVARR[2]=IDK SAVE "DAT:FILENAME",SAVARR
0そうだね
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Oscar PwnageBlock
You could use the RND function. It returns a random number between 0 and whatever number you put in it minus 1. E.g: RND(10) will return a number between 0 and 9. 10+RND(91) will return a number between 10+0 (10) and 10+90 (100). You can have a number represent each prize. (0 would be prize A, etc.) Make a loop that shows randomly chosen prizes for some time, then stop at one of them.
2そうだね
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