Archiverse Internet Archive
投稿のみ 投稿と返信
前のページ(最近)
1 2 3 4 5 6 7 8
次のページ(過去)
返信[22]
親投稿
¯\_(ツ)_/¯ a little bit's better than nothin Did you use Pics Limited?
0そうだね
プレイ済み
返信[1]
親投稿
You should try making one! It's fun, and a really great learning experience
0そうだね
プレイ済み
返信[20]
親投稿
Holy cow that looks fantastic You should consider making a game with all your artwork, after all, it's really difficult to get good art into SmileBASIC, so a game with art like this would quite popular
5そうだね
プレイ済み
返信[10]
親投稿
Daaang great artwork! It is totally welcome here Your shading is fantastic
1そうだね
プレイ済み
返信[7]
親投稿
@Christofer *cough* *cough* Java is spelled with a capital J Your code is almost correct, but typing IF BUTTON() AND #A THEN allows for multiple buttons to be pressed at once, because #A is a bitwise mask for 0b10000 (16) its a trick commonly used in Java to store up to 31 boolean values in a single number SmileBASIC is a fantastic language, that combines all sorts of programming tricks into a one
1そうだね
プレイ済み
返信[6]
親投稿
Your code is a little strange do you mean GOTO @LOOP instead of @LOOP? @LOOP is defining a checkpoint in code (a label) This code looks correct IF BUTTON() AND #A THEN BEEP 51 ENDIF Get rid of 051 and make it 51, in most languages like Java, putting a 0 before the number tells the compiler that that number is in the octal number system, I don't know if that's the case for SmileBASIC though.
1そうだね
プレイ済み
返信[1]
親投稿
Here's what I do: Declare 2 global variables: FPS, and MS Find a part of code that gets ran every frame, preferably your main loop. Place this code: FPS=(FPS*11+1000/(MILLISEC-MS))/12 MS=MILLISEC ?FPS You'll notice the *11 and /12 or /(11+1), that will stabilize the number so it moves smoothly, and 11 has been tested as a good smoothness ratio.
3そうだね
プレイ済み
返信[1]
親投稿
Not bad, nice coding! Winning the game is really easy :]
0そうだね
プレイ済み
返信[5]
親投稿
That's why the clear command should not exist, it's overpowered Users shouldn't be able to modify RAM in the first place, or they should and all variables and function pointers should be set to 0 This is a very nice vulnerability for hackers
1そうだね
プレイ済み
返信[3]
親投稿
This was one of the first SmileBASIC games. It was here before the English version of SmileBASIC even came out
1そうだね
プレイ済み
返信[12]
親投稿
Wait first tell me what you are trying to do, are you making a multiplayer chat? Or a multiplayer drawing application? Or a multiplayer platformer? A multiplayer firework simulator? Multiplayer pong game? Multiplayer tic tac toe? Chess? Do you have a game you want to add multiplayer to? What's your goal here? ...just wondering :)
0そうだね
プレイ済み
返信[3]
親投稿
Wow! Cool!
0そうだね
未プレイ
返信[3]
親投稿
BASIC== Bill's Attempt to Seize Industry Control Beginners Ascii Standard Instruction Code Bay Area Shared Information Consortium British Association of Sport in Colleges Black Action Strategies and Information Center Battle Area Surveillance & Integrated Communications
5そうだね
プレイ済み
返信[9]
親投稿
I cant speak Japanese (•x•) I can use Google translate though, I will consider it, it's a lot of work, thank you (•u•)
2そうだね
未プレイ
返信[10]
親投稿
Simple mulyiplayer chat: (Not tested but I'm 99% sure it works) ACLS MPSTART ?"PRESS A TO CHAT" @LOOP 'make an infinite loop VSYNC 'make loop run at 60fps MPRECV TID,MSG$ 'loop for a message IF TID>=0 THEN ?MPNAME$(TID)+": "+MSG$ IF BUTTON() AND #A THEN INPUT "TYPE A MESSAGE";MSG$ MPSEND MSG$ ENDIF GOTO @LOOP
2そうだね
プレイ済み
返信[9]
親投稿
MPNAME$ simply gets the name of whatever device you want In the SmileBASIC tutorials, these assigned MPLOCAL values are called Terminal IDs More code examples: PRINT "Server created by "+MPNAME$(MPHOST) PRINT "Your name is "+MPNAME$(MPLOCAL) MPSEND "HI EVERYBODY!" MPRECV OUT tid,message$ PRINT MPNAME$(tid)+" said "+message$ 'which will print out "Squidy said HI EVERYBODY!" to every device
2そうだね
プレイ済み
返信[8]
親投稿
... this is one way to communicate The other way is using MPSEND This will send a string to every device connected, it just pushes it onto a queue, then the player uses MPRECV to check whatever's on the queue and get the string MPSEND and MPRECV are like a mailbox MPSET does not send any data out, just sets it's own 8 3DS variables MPGET goes out and looks for someone else's 8 variables
2そうだね
プレイ済み
返信[7]
親投稿
call MPSTART in the very beginning of the game This will give variable MPLOCAL a number (starting at 0 and counting up, each connected device has a unique number) This also sets MPHOST Examples in code: IF MPLOCAL!=-1 THEN 'if server is open IF MPLOCAL==MPHOST THEN 'if you are the creator of the server Now: you use MPGET and MPSET to set a multiplayer value, you can have 8 variables shared ...
3そうだね
プレイ済み
返信[2]
親投稿
There is a hidden cursor (pointer) to the current position in the data, calling RESTORE resets that data cursor back to the beginning Is this what you were looking for? Using the DATA command?
1そうだね
プレイ済み
返信[1]
親投稿
RESTORE @MYDATA FOR I=1 TO 2 'loop twice VAR A,B,C$ READ A,B,C$ 'read the next 3 values 'if C$ was not a string, it would give an error since the value in the data is a string and C is not PRINT C$ 'print the string we just read NEXT 'if we added one more READ A at the end of the loop it would give an error because there is no more data left END @MYDATA DATA 1,2,"HELLO" DATA 3,4,"WORLD"
2そうだね
プレイ済み