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Oscar PwnageBlock
11. It's matrices, and they do exist! You can declare a multi-dimensional array with this syntax... DIM MAT[10,4] Up to four dimensions can be specified.
0そうだね
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Oscar PwnageBlock
7. (10/3!=2)==TRUE. SB works with double values by default. 8. No, but a tin can. 9. You can specify the number type, although it is a bit weird. You can write # at the end of a variable to declare it a double, a % to declare it a decimal, or a $ to declare it a string. 10. ??? Something to do with the Flash? ???
0そうだね
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Oscar PwnageBlock
5. If statements in SB are pretty much the same as in any other programming language. To make multi-line if statements you need to follow the following syntax... IF (condition) THEN 'DO SOMETHING ELSE 'DO SOMETHING ELSE ENDIF It's also worth noting that comments in SB are preceded by a ', and not // or /*. 6. The modulo operator does exist! It follows the syntax of N1 MOD N2.
0そうだね
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Oscar PwnageBlock
1. Yes they do! You can declare one using DIM. Like this: DIM ARR[10] 2. Yes they are! Just make sure not to forget the ENDIF at the end of each multi-line if statement. 3. Sadly, that's not possible with the 3DS version of SmileBASIC. However, a version for Wii U will release that will have USB keyboard support. 4. The Guide, of course!
1そうだね
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Oscar PwnageBlock
But is the MML going at QPU defacto speed?
2そうだね
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Oscar PwnageBlock
You aren't assigning BUTTON to B, so what you're doing won't work. Even if you did, you are not doing anything with X and Y, which makes the effects of the buttons completely unnoticeable. Also, by assigning a constant value to X and Y in each instance of the loop, you're essentially constantly resetting their values, which means that increasing/decreasing their values by 1 won't do much.
2そうだね
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Oscar PwnageBlock
That's just a comment. Comments are pieces of text ignored by the program (they don't do anything) and are used to document your code. You can write comments with the ' symbol, which is green and appears in the bottom-right of the SB keyboard.
0そうだね
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Oscar PwnageBlock
It's pretty cool!... Although it definitely isn't optimized for O3DS. It lags pretty hard. ._.
0そうだね
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Oscar PwnageBlock
I think you should release it as close to completion as possible. It's looking really good so far!
0そうだね
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Oscar PwnageBlock
Gee, let me guess. You want to make a Mario skin? ¬¬'
2そうだね
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Oscar PwnageBlock
If you're not willing to learn how to code, then making games is probably not for you. It isn't just copy-pasting code. It takes effort even just joining different pieces of code together.
0そうだね
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Oscar PwnageBlock
If you don't know how to code, a good place to start is the official e-manual. You'll probably want to use a computer to read the manual. http://smilebasic.com/en/e-manual/10.php
0そうだね
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Oscar PwnageBlock
Finally, please be aware that Pokémon is a registered copyright, and uploading anything with it is sure to result in a take-down, C&D, and even a permanent publishing ban. Keep your works original, and don't use other's intellectual property without permission.
0そうだね
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Oscar PwnageBlock
Also, DIM MOV[1] AS INTEGER is invalid code. Are you copying this code from another language? All you have to do to initialize an array is DIM MOV[1]. Also, you can't have the identifier of an array be the same as another variable which has already been used. It will throw a duplicate variable error. Line 22 will also throw an error since RND needs a parameter enclosed in parentheses.
0そうだね
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Oscar PwnageBlock
The RANDOMIZE command is used to initialize a random number series. Most people don't have to worry about this stuff. What you're probably looking for is the RND command, which takes a number as a parameter and returns a random number between 0 and the number you sent it minus 1. For example... MOV = RND(99) ...will asign a random number between 0 and 98 to MOV.
0そうだね
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Oscar PwnageBlock
I thought this looked familiar... It's a straight rip from PetitProfessor3D's TOUCH tutorial. Don't claim other people's programs as your own...
2そうだね
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Oscar PwnageBlock
Your treading on thin ice with this...
1そうだね
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Oscar PwnageBlock
Thanks!
0そうだね
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Oscar PwnageBlock
Refer to my screenshot. It's best to write text one character at a time using a custom user-defined function, in this case the function SCRLL, as writing it manually would take a considerable amount of extra code and patience. Feel free to use and modify the function in my screenshot.
1そうだね
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Oscar PwnageBlock
What RGB values did you use for the GB palette?
0そうだね
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