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返信[8]
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Oscar PwnageBlock
Lines 3 to 16 should be indented by a space since they are within a loop. Any code that's within another structure should be indented in relation to the structure to increase readability. Lines 1, 9, 10 and 16 should use constants instead of numbers directly in to improve readability. (E.g.: BUTTON() AND #A instead of BUTTON() AND 16) There are more, but I'll stop for now.
0そうだね
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返信[6]
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Oscar PwnageBlock
Let's take it step by step... Line 1 contains an IF statement that will probably never execute, since it would require the user immediately pressing the button on program start. I'd suggest removing it. Lines 2 and 17 show that you are using a GOTO loop. This is heavily discouraged since it leads to unclear code. Stick to loop structures like WHILE...WEND.
0そうだね
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返信[4]
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Oscar PwnageBlock
To wrap it up, that break message you are seeing isn't an error. Don't worry about it. However, you should include a logical way to end the program. Forcing the user running it to forcibly stop it is not recommended. In this case, you could have a GOTO that goes outside the loop and finishes the program's runtime. You could also use the END instruction.
0そうだね
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Oscar PwnageBlock
In this case, it stopped on the line that says VSYNC. This is because of all instructions within your program's loop, the program spends more time on VSYNC. This comes naturally, as VSYNC limits how fast the program will run.
0そうだね
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返信[1]
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Oscar PwnageBlock
I have plenty of suggestions to make about your code. However, I'll stick to answering your question. There's no problem to be solved here. The message you are seeing that says "Break on Line --" is just telling you that the program was stopped while running the specified line. You stopped the program by pressing START/SELECT. This is required behavior for SmileBASIC.
0そうだね
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返信[1]
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Oscar PwnageBlock
There are published programs specialized for drawing! No need to limit yourself to the default graphics editor. You should check out Suu's Pics Limited. You can find the post here: https://miiverse.nintendo.net/posts/AYIHAAAEAACHVRTxgvVlaA The key is <C33KEP3F>. Just be aware that the help menu is in Japanese only.
0そうだね
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返信[3]
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Oscar PwnageBlock
Lucas is probably talking about the Bandai-Namco assets licenses, which are only available in Japan. The ASPU DLC is available in both regions and allows the usage of advanced instructions centered on sound processing. I wouldn't recommend you buy it until you familiarize yourself with SmileBASIC enough to genuinely consider if you need it or not.
4そうだね
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返信[5]
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Oscar PwnageBlock
It depends on the type of game. It could take anywhere from a couple of minutes to entire months. That goes for every game, regardless of size. For a beginner, it can take a while to make even a simple text game, but you should start with the basics and work with what you've learned. You can also ask for help if need be. :)
0そうだね
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返信[8]
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Oscar PwnageBlock
You have to be wary that trying to load a file that doesn't exist will result in an error. To prevent this, you should check if the file exists with CHKFILE. This instruction returns a boolean value, so you can put it in an IF statement. Your load block would look like this... IF CHKFILE("DAT:RECORDS") THEN DIM LOADARR[0] LOAD "DAT:RECORDS",LOADARR,FALSE MONEY=LOADARR[0] ENDIF
0そうだね
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返信[7]
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Oscar PwnageBlock
It's pretty much the backwards process of saving it. First, you would have to declare an array. The array will resize automatically, so you should start the array with size 0. Then, you'd call the LOAD instruction, specifying the declared array. The loaded variables will then be put within the array in the same order as you saved them. You can now recover all the variables you saved.
0そうだね
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返信[3]
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Oscar PwnageBlock
Text clipping would be keeping the area the text is printed on to a certain area, say, a rectangle. So the text would wrap at a point where it would go outside this area, and when it wraps, it begins again within the clipping area. In other words, the text would only print within two specified X coordinates.
0そうだね
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返信[3]
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Oscar PwnageBlock
This version has been taken down due to the fact that there's an updated version. Please check the last post I did on this game for the updated version. (You can find it in my play journal entries.)
1そうだね
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Oscar PwnageBlock
Will it manage text wrapping, or is that something the user will have to do? Also, along with wrapping, text clipping would be neat.
0そうだね
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返信[8]
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Oscar PwnageBlock
Tell that to the Kanji club.
0そうだね
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返信[2]
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Oscar PwnageBlock
Loading it back is just as simple. Follow steps 1 and 2, but press LOAD this time. Then select the program you want to load. Your program is now loaded and ready to be edited!
0そうだね
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Oscar PwnageBlock
There are two ways to save your program. You can use DIRECT mode and the SAVE instruction (the programmer's way), or you could use a shortcut. I'll just tell you the shortcut. 1. Go to the program slot you want to save. 2. Hold L or R. 3. While holding, press SAVE on the touch screen. 4. Give your program a name and press OK on all the dialogs you see. Your program is now saved!
0そうだね
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返信[1]
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Oscar PwnageBlock
That's the save data file for Color Match. It contains your high score. (Hence, Color Match High Score, or CMHS.)
0そうだね
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Oscar PwnageBlock
As you can read on the third line, a lot of people use music made by Rwiiug0129. He made a music pack with a TON of songs for anyone to use in their programs. Here's his post: https://miiverse.nintendo.net/posts/AYIHAAAEAAASVZKkNbb-0w The key is <CK38EJKY>.
2そうだね
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返信[3]
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Oscar PwnageBlock
Someone beat you to it, quite some time ago. Look up HOSIKEN's KNJLIB.
0そうだね
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返信[2]
親投稿
Oscar PwnageBlock
Programming games is a bit hard, but you can learn and you can ask for help along the way.
3そうだね
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