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返信[11]
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SıмΞоп SimeonW
I find it quite strange how the movement is inverted upon walking into a wall, also in some places the walls bend into some sort of hyperbola (screenshot), but everything fixes when you go back into bounds.
0そうだね
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返信[10]
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SıмΞоп SimeonW
The key is [D5WXC23E] It will stay up probably for a few months, once I run out of my max upload space I'll delete it, if you ever want to share it, you should upload it yourself, to ensure it stays up permanently. It's pretty fun, levels become significantly easier... for some odd reason, lol.
1そうだね
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返信[9]
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SıмΞоп SimeonW
My bad, here, I made so many tweaks I reupload it, play it then type the Konami Code to toggle the ability to walk through walls. (Up Up Down Down Left Right Left Right B A) I put a '@@@ before every modification I made, so search for '@@@ if you want to see what was tweaked, both in the game, and the engine files.
0そうだね
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SıмΞоп SimeonW
Ooh that looks cool
0そうだね
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SıмΞоп SimeonW
ありがとう!
1そうだね
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SıмΞоп SimeonW
You're looking for http://smilebasic.com/en/beginner It's the official SmileBASIC coding tutorial which teaches you everything. Keep in mind, learning to program from nothing is a lot, A LOT of work, and most people do not make it past the beginner level. But like every computer scientist says, once you learn one programming language, you learn every programming language.
3そうだね
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SıмΞоп SimeonW
So this engine is very difficult to break into, because it cannot render inside-out blocks, since it really doesn't need to, considering the game file already handles not seeing behind walls. The solution gets more complicated, you'd have to replace each RAYCAST X,Y occurrence with MAX(0,MIN(X,MAPWIDTH%-1)),MAX(0,MIN(Y,MAPHEIGHT%-1)) Soon enough you will have completely rebuilt the raycast engine.
0そうだね
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SıмΞоп SimeonW
That's a good question, and the answer would be to comment out the MAPCOLLIDE() function, make it always return 0... but the raycasting engine then tries to look for data outside the MAP%[Y,X] bounds giving an error, I tried approaching it differently, the only solution is to modify (fix) the entire raycasting engine to check if map data is in bounds. I am disappointed the dev didnt do this 1st.
0そうだね
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SıмΞоп SimeonW
HOLY CR@P I must see this.
1そうだね
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SıмΞоп SimeonW
Nah Game Maker is much better IF you don't know how to program. Game Maker has built in rigid body physics and particle engines whereas SmileBASIC you have to build everything yourself. I'm gonna say Game Maker is better because it is much more developed. But they are about the same as for what can actually be done with each.
1そうだね
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SıмΞоп SimeonW
You walk to the leftmost block in the screenshot, then follow the path clockwise
1そうだね
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SıмΞоп SimeonW
Wow! Impressive
2そうだね
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SıмΞоп SimeonW
Histogram view
2そうだね
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返信[6]
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SıмΞоп SimeonW
And here's the output, which as you can see shows that the middle of the screen (0.5) is the most common place for a dot to be, and if you increase the number inside the BELL() function then you can make getting a value near either edge of the screen to be EXTREMELY rare, and we're talking about 1 in a million for BELL(80)
2そうだね
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SıмΞоп SimeonW
I meant RNDF() not RND(), RNDF() allows decimal values Anyways here's a demo It features a quick and simple BELL(N) function made to replace the RNDF() function, and it basically allows you to select the amount of focus on 0.5, while it is still completely possible to get a value near 0 or 1, its just extremely rare
1そうだね
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SıмΞоп SimeonW
Oh! Oh! I know this one Took forever to find it on stackoverflow Mkay So you want a bell curve with 0.5 most often, and near 0 or 1 to be rarer This is how (RND()+RND())/2 for a little bit of focus on 0.5 (RND()+RND()+RND())/3 for more focus on 0.5 (RND()+RND()+RND()+RND())/4 for more focus on 0.5 and near 1 or 0 to be way way more rare ...and so on
0そうだね
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SıмΞоп SimeonW
Not that ive seen Not many people know how to use the spring physics algorithm
0そうだね
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SıмΞоп SimeonW
SPOFS changes a sprite's offset, or position on the screen, here's a demo
0そうだね
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SıмΞоп SimeonW
Well the single quotation mark (') is used to comment on the code, when the text is green, it will be skipped over as the code is ran, its just to add a comment to make the code less confusing to read
0そうだね
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SıмΞоп SimeonW
Here is a state machine which has a variable named STATE$ which holds a word for which state it is in, you can have as many states as you want, but most games just have a title screen, normal game state, and paused game state Study this code and learn how it works, because its really well known approach to making an awesome game
0そうだね
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