Archiverse Internet Archive
投稿のみ 投稿と返信
前のページ(最近)
19 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 2948
次のページ(過去)
返信[3]
親投稿
Oscar PwnageBlock
Welcome to the community!
0そうだね
プレイ済み
返信[7]
親投稿
Oscar PwnageBlock
As many as you want! Or at least as much as SmileBASIC's memory will allow, which is a lot. If you have arrays that you want to save, it can be a bit complicated, but it's still possible. Ask me about that if you need to know how.
1そうだね
プレイ済み
返信[8]
親投稿
Oscar PwnageBlock
By the way, the link for the e-manual I posted has changed. It is now... http://smilebasic.com/en/e-manual/manual11/
0そうだね
プレイ済み
返信[1]
親投稿
Oscar PwnageBlock
It's still a work in progress. Please understand.
0そうだね
プレイ済み
返信[8]
親投稿
Oscar PwnageBlock
@Aaron It's actually a bunch of really thin sprites, similar to how the raycasting engine works. You can then modify each individual sprite to make pretty impressive looking stuff! @Josiah I did! I commented on your post about it. @Jackson Hang in there! It can be tough to make a full-featured game, but you can do it if you try! If you need help, don't be afraid to ask!
1そうだね
プレイ済み
返信[5]
親投稿
Oscar PwnageBlock
Really awesome! I can see this eventually becoming one of SmileBASIC's greatest, and I hope to see more stuff done by you.
2そうだね
プレイ済み
返信[4]
親投稿
Oscar PwnageBlock
If you have any questions or doubts, feel free to ask!
0そうだね
プレイ済み
返信[3]
親投稿
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
プレイ済み
返信[2]
親投稿
Oscar PwnageBlock
Copied from a previous 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
プレイ済み
返信[3]
親投稿
Oscar PwnageBlock
You know what they say. All toasters toast toast!
2そうだね
プレイ済み
返信[4]
親投稿
Oscar PwnageBlock
It's just a simple puzzle/RPG. It is very incomplete, though. I'll work on it as much as I can to release it as soon as possible.
3そうだね
プレイ済み
プレイ日記
Oscar PwnageBlock
Coming out soon... maybe not so soon.
13そうだね
プレイ済み
返信[1]
親投稿
Oscar PwnageBlock
Gameplay preview.
0そうだね
プレイ済み
返信[5]
親投稿
Oscar PwnageBlock
It's OK! There was no problem in having a contest, but you need a reason for people to participate. That was all I was saying. As for coding, everyone needs to start somewhere. I recommend starting by reading SmileBASIC's official e-manual. You can find it here: http://smilebasic.com/en/e-manual/10.php You can also find programming courses online. I suggest KhanAcademy's.
2そうだね
プレイ済み
返信[1]
親投稿
Oscar PwnageBlock
Good combination of well distinctive colors!
1そうだね
プレイ済み
返信[1]
親投稿
Oscar PwnageBlock
You want people to make games for you, and you'll still get credit for them? What's in it for the coder? Partnership is supposed to be equitable. You need an incentive for people to want to participate. It's an important part of trade and business logic.
1そうだね
プレイ済み
返信[2]
親投稿
Oscar PwnageBlock
Just a tip: if you do go there, only browse for keys. The rest of the site is... not recommendable. Otherwise, this community's Play Journal section has a lot of keys, if you look for them.
0そうだね
プレイ済み
返信[4]
親投稿
Oscar PwnageBlock
You're right! I made my code on a bit of a hurry, sorry! If you want to use VSYNC, simply replace WAIT 1 in the above code with a VSYNC 1. If you want to use MILLISEC, you could replace the whole loop with something a bit simpler, like this... T0=MILLISEC REPEAT T1=MILLISEC UNTIL BUTTON() AND #A T=T1-T0 Where T would be the time passed in milliseconds. T0 and T1 are used as auxiliaries.
0そうだね
プレイ済み
返信[4]
親投稿
Oscar PwnageBlock
Is it a cubic (4-point) bézier curve? Looks like you edited the code to not render the individual points! Well done!
1そうだね
プレイ済み
返信[2]
親投稿
Oscar PwnageBlock
(Continued from previous comment) IF T>55 && T<65 THEN 'IF USER PRESSED A AT AROUND 1 SECOND DAMAGE=10 'DO MORE DAMAGE ELSE DAMAGE=5 ENDIF
0そうだね
プレイ済み