Archiverse Internet Archive
投稿のみ 投稿と返信
前のページ(最近)
1 2
次のページ(過去)
返信[5]
親投稿
FGW Renraw64
I think Internet functionality via HyperText Transport Protocol would be a cool feature, but the blame would be on SmileBoom if 3DS systems were used for DDoS attacks or other cybercrimes. SmileBASIC was once pulled from the eShop for leaving one of the big N's devices too open-source, and I'm sure none of us want this to happen for good.
2そうだね
プレイ済み
返信[1]
親投稿
FGW Renraw64
Cool-looking 3D engine! Is there a public code?
1そうだね
プレイ済み
返信[6]
親投稿
FGW Renraw64
"Inspector?" he said, "Can you see… FISH?!" (ÔçÔ)
1そうだね
プレイ済み
トピック
FGW Renraw64

DLC ideas

If I were to choose what kind of DLC I would want, it would be a new XSCREEN mode that treated the left-eye and right-eye images for the 3D screen as two different displays, ideal for polygonal 3D engines. Of course, it would only make sense for a return value of the position of the 3D depth slider to be made available with this. What are your ideas for future DLC?
2そうだね
プレイ済み
返信[51]
親投稿
FGW Renraw64
Let's check it out. …GRAND-DAYUD?! FLEANSTOHNES?! UUUUURGH…
5そうだね
プレイ済み
返信[4]
親投稿
FGW Renraw64
If I were you, I would create an application whose project folder had its own name-based file directory, such as separating subfolders by underscores. Example of what this project folder would look like: APPLICATION.PRG USERS_FGW_GAME.PRG USERS_FGW_IMAGES_PICTURE.GRP
2そうだね
プレイ済み
返信[2]
親投稿
FGW Renraw64
The main concern is storing the maze as a text variable, and modifying it regarding an integer representing the current location in the maze; this is all done as text (e.g. replacing a slash with a filled diagonal triangle.)
0そうだね
プレイ済み
返信[3]
親投稿
FGW Renraw64
Try to visualize your character jumping from one side of the screen to the other. In geometry, this path is known as a "parabola."
0そうだね
プレイ済み
プレイ日記
FGW Renraw64
Does anyone remember the old trick in the original BASIC of making a randomly generated maze with slashes and back-slashes? Well, this program not only randomly generates a text-based maze, but traces it!
6そうだね
プレイ済み
返信[1]
親投稿
FGW Renraw64
An important thing to remember is that a variable will be needed for Y-speed. Upon jump, set it to a certain negative value (depending on negative jump height.) Every frame, set the player's Y location to its current Y location plus the variable, but also add a certain amount to the variable (depending on gravity speed), until landing.
1そうだね
プレイ済み
返信[5]
親投稿
FGW Renraw64
I don't advise re-inventing the wheel here. The original game was created with Clickteam Fusion 2.5, a good choice for new programmers.
1そうだね
プレイ済み