can you code me a SB PRO CAM for the players characters, while there in a battle so they can review there last battle footage on where they went wrong!
right now writing a test module for doors a other little tricks I did in my game so you can learn from it and it will be heavy commented. I should have it done by august 1 I hope, I'm doing it on my hobbie time because I do got a family and job take comes first!
your right haven't got to it yet. first you need to understand the chart I made over 2 and half years ago to show doors and art overlay sprites ect. now to lock,unlock doors to go through you will need to make a variable for both locked and unlocked doors me I used ULD[1] for a true or false. updated the map for more options at @map1, rewrote nmap detection.
it answer alot of your questions like with spset, hint, hint. i made tutorial for you and others it not compete yet so plz don't delete it a lot work went to it.
here I said you can do it manually
I would do this.
IF ID<=3 THEN SPSET I,256,80,16,16,1 'TRESURE
what I said is I equals 1 or 2 for sprite control number,i want treasure sprite located on spritesheet at 256,80, 16 height,16 width,show sprite true.
you can get location to sprite you want to add by using smile tool's paint just set mode to 16 move red box aline top left corner to the sprite.
here it saying NMAP told ID that @map1 said 3 or higher to 9 is near so show sprite from @SPDATA, to show treasure chest. Note here you can do it manually too, by not reading from @SPDATA.
next you see IF ID==0 THEN CONTINUE. What it saying is if it null or 0 for another words to continue on don't show anything because nothing is near player point of view.
next is IF ID==1 THEN BREAK 'WALL it saying stop for loop return to what it was doing before for loop was started because a wall is there.
next your see IF ID>=3 THEN SPSET I,0 'TREASURE
next you will see ID=NMAP(I,1)
it saying ID will equal value of NMAP[1,1] or NMAP[2,1] oh a remember NMAP[x,x] is a variable. and I'm aware I typed NMAP(x,x) before just now it is correct for PTC but SB it NMAP[x,x].
this is the original code to game2rpg in image. I add comment for you to key points to understand.
now if you looked at it, you will see a label called @DRAWITEM
SPCLR 1 & 2 it to clear sprite 1&2 only. what it ready saying clear sprite control manage number 1 & sprite control manage number 2
next you got a for loop
FOR I=1 TO 2 So I will be 1 then it will be 2 when it read.