You have auto mode on. Make sure to turn it off before playing. It's the first option.
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In case you don't want to print it, but store it somewhere for future use, you can specify a string array after the file type argument to store the file list in there. Remember the file type argument is optional. Like this...
DIM FLS$[0]
FILES "DAT:",FLS$
This puts the list of all DAT files in the current project in a string array called FLS$.
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You can use the FILES command. You can print a list of files with this command, and you can specify the type of file to be printed as a parameter. The types you can specify are "TXT:", "DAT:", "//" (for the project list), and "PROJECT/" (to print the contents of a specified project).
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Because Miiverse is a place full of mature people aware of the rules of society. Anyways, the menu alone looks really good! Good luck on all your projects!
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Everyone that's new to SmileBASIC should start with the official e-manual. You can find it here... (Preferably visit this link from a PC)
http://smilebasic.com/en/e-manual/10.php
You really shouldn't search for BASIC tutorials online, since SmileBASIC is radically different from conventional BASIC.
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While I don't have the key for the raycasting library, I do know that the library itself contains extensive documentation within itself in the form of comments. You can probably find enough information to get started in there.
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First, you need to specify the screen mode you'll use with XSCREEN. I suggest starting with XSCREEN 3.
After that, you can change the active drawing screen to be the touchscreen by specifying DISPLAY 1. You can return to the top screen at any time by specifying DISPLAY 0. After calling DISPLAY 1, you can draw on the bottom screen exactly as you would on the top screen.
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Just some corrections...
Woolly, not Wolly.
Country, not Contrey.
Tropical, not Tropipical.
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If you need a font sheet, you can download one I've made with this key: <REN45KHV>
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1. Use the COLOR command. You can find help on its usage and the colors you can use on its help entry.
2. Write MML in the editor and press the help button. It will provide a basic tutorial on MML, the music-making language included with SmileBASIC.
3. Use the LOAD command, along with a font graphics sheet. Once you have your font sheet, you can load it like this...
LOAD "GRPF:<FontSheetName>"
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Use it to store data for later usage. It is usually used to store things such as enemy stats or entire levels. You write a data label like this...
@DAT1
DATA 10,30,"SMTH"
You can specify as much data as you want.
You can then load this data with the RESTORE and READ command. Like this...
RESTORE @DAT1
READ N1,N2,S$
Make sure to specify enough READ variables to load up all DATA constants.
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Worse than hackers are the people that think they know about hacking. Defending it is nothing short of edgy. Ugh, script kiddies...
Also, this thread pretty much shows why Miiverse gets the reputation it gets.
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Hmm... are you working with huge 4-dimensional arrays?
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It's an application in which you can develop games and other programs using a programming language called SmileBASIC, which is based on BASIC. You could then publish these programs for others to download, or download other people's programs. It's rather powerful, and there's a lot of cool stuff that people have made!
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Look at the code in my first comment. It should contain all the basic structure you need.
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You can find plenty of keys by scrolling through the Play Journal entries in this community.
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You should rewrite those IF statements to be nested. Also, it's recommended to use logic gates instead of comparison operators, as well as using the button constants instead of their value, when writing conditionals using BUTTON.
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