After entering in the code you provided, the blue car (sprite definition number: 1) is now offset. Also, I mistakenly said A button, I meant Left Arrow. I changed the code to use that instead.
On both sprites, you must first use SPCOL on each one.
SPCOL {sprite management number},TRUE
Use that on each sprite, then use SPHITSP.
IF SPHITSP( {management number of first sprite},{management number if other sprite} )THEN BEEP{number}
That can also be used to set a variable.
I added that with the management number if the car and it did what I wanted! If only I knew what the code meant, then it would be more useful. And when it starts, even though I used SPOFS on it before to put it where I wanted, this seems to bring it back to the very top of the screen again. I wanted it to start at X10, Y20.
What I really want is to adjust the position. I want it to go right when the button is pressed, not to simply set the position to something else. Relative position setting.
Here's what it said:
People in the deck we have is skipped fluoride everyone shockwave! Since the trouble of others , such as when running in the road on a bicycle , let's careful not to issue a Mach . But it 's not put out speed 5 ~ 600km / h ( Mach 0.5 less than ) or more anyway in this work .
I understand what you mean about it being hard to translate. As is the case with nearly all languages
Google translate is garbage! I tried using it on that last comment and it was so funny! It made no sense! Google translate really does a bad job! It said something about people running on the deck who skipped fluoride and some other random stuff!
Need help with my P2KICKED code. There are more than one position the he can be kicked in (two right now) but one is before the other so it becomes false again.
When I tried the milti-line IF thing you told me about on the P1KICK command, the player doesn't kick anymore. And it doesn't seem to be detecting the collision between P1's sword (10) and P2 (1).