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Oscar PwnageBlock
Saving and playing back non-MML music in SmileBASIC is a very expensive operation. It can take a lot of space to save it, even if it's very low quality sound. Playing it back also takes a lot of processing power and memory from SmileBASIC. I think the SPU DLC has tools that enable you to do this, but I don't have it, so I wouldn't be sure.
1そうだね
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Oscar PwnageBlock
Parameters in brackets aren't necessary. GLINE X1,Y1,X2,Y2,[COLOR] ...This one is pretty self-explanatory. You draw a line from point (X1,Y1) to (X2,Y2). GCIRCLE CX,CY,R,[COLOR] ...For this one you specify the center coordinates of the center (CX,CY) and the radius R of the circle. GCLS [COLOR] ...This one "clears" the graphics screen by filling the entire screen with a single color.
0そうだね
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Oscar PwnageBlock
You need to use SmileBASIC's graphics commands. They all start with a G. You can use GLINE to draw lines, GCIRCLE for circles and GCLS to clear the graphics screen. I suggest looking at their manual entries, but I will give you a basic rundown.
0そうだね
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Oscar PwnageBlock
What do you mean you don't know what the lines do? Aren't you the one programming this?
0そうだね
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Oscar PwnageBlock
You need to write GUN=SOMETHING every time you want to assign something to GUN, not just once. For example... GUN=10 GUN+20 GUN-5 ...the second and third lines won't change the value of GUN. They just serve as expressions. However... GUN=10 GUN=GUN+20 GUN=GUN-5 ...will change the value of GUN accordingly.
1そうだね
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Oscar PwnageBlock
If you need detailed explanation to anything related to SB, just ask!
0そうだね
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Oscar PwnageBlock
I'm going to reuse a previous comment of mine... SmileBASIC, unlike JS, C++, etc, is NOT an object-oriented programming language. It is a procedural, structured programming language. This means that there is no such thing as a class, an object, or even a struct. There are workarounds, but you should try to get used to not having them.
2そうだね
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Oscar PwnageBlock
Also, your INPUT command needs another parameter, which is the variable to store the user's input. It goes after the guiding text string. Instead of just guiding text... INPUT "Pick an episode: " ...include a variable to store what the user picked... INPUT "Pick an episode: ",EP Also, it's syntax*, not 'sitnx'.
0そうだね
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Oscar PwnageBlock
You can't have multiple commands in a single line unless you use a : to separate them. For example, instead of... COLOR 7 LOCATE 14,14,-100 INPUT "SMTH",EP ...you should write... COLOR 7:LOCATE 14,14,-100:INPUT "SMTH",EP
0そうだね
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Oscar PwnageBlock
You are just listing a bunch of expressions. Maybe you meant to write an assignment or use them as parameters for a command? What I'm saying is, writing... 10,20,15 ...doesn't really mean anything. Meanwhile, writing... A=10:B=20:C=15 ...or... SPOFS 10,20,15 ...does make sense.
0そうだね
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Oscar PwnageBlock
I didn't even know what that was. A Google search later and I find out it's FNAF. Seeing as it is most probably copyrighted, it hasn't been made and isn't going to be made for SB.
1そうだね
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Oscar PwnageBlock
If you want to wait for the user to make any input, it can be as simple as... WHILE !(BUTTON()):WEND
0そうだね
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Oscar PwnageBlock
Most of those are copyrighted and way too complex. You won't find those in SB. There are plenty of other good games, though. You can find a lot of them by scrolling through the Play Journal Entries.
1そうだね
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Oscar PwnageBlock
I also suggest looking through the BUTTON commands help entry. It contains an explanation to the parameters that BUTTON can take, as well as a list of all button constants you can use.
0そうだね
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Oscar PwnageBlock
Avoid using labels and GOTOs. Structured programming is the way to go! As far as buttons go, if you plan on working with various button inputs within a loop, you should assign BUTTON to a variable, like this... BTN=BUTTON(2) You can compare this variable using constants and logic gates. It follows a very simple, speech-like syntax!... IF BTN AND (#A OR #B) THEN 'DO SOMETHING
0そうだね
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Oscar PwnageBlock
For example... TILE=BGGET(0,10,20,1) TILEID=TILE AND VAL("&B111111111111") ...will get you the BG tile ID for a BG tile on layer 0 and coordinates <10,20> in terms of screen pixels.
1そうだね
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Oscar PwnageBlock
BGGET returns a 16-bit value, where each bit determines information about the BG tile. The first 12 bits will determine the ID of the BG tile, which is probably what you want. You can find information about other bits in the help entry. To get the values of the bits, you can do an AND operation with the return value and a value whose on-bits match the ones you want to get.
0そうだね
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Oscar PwnageBlock
This is amazing! No wonder it took so long! Everything is so smoothly animated! The collisions are a bit iffy, though (I know it's not your fault). Having no music is a bit unsettling, too. o.o I hope you can continue updating this game! Also, I've found a little bug when customizing the game to have no enemies (see screenshot)...
1そうだね
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Oscar PwnageBlock
It hasn't let me either. I'm pretty sure he's blocked everyone in the community. No idea why.
1そうだね
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Oscar PwnageBlock
What is the point of any game?
0そうだね
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