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返信[30]
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V360 TheV360
"converting the number 13 to 10" That's not what happened. CHR$(13)!=the number 13. CHR$(13) got corrected to CHR$(10) because CHR$(13) is a line break character that doesn't break lines.
1そうだね
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返信[29]
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V360 TheV360
Did you even read all of my post? I said both were glitchy. Anyway, I recommend you look at SmileBASIC Source. It has quality games. If you want to share your game without running through the servers, try Petit Modem. Finally, please give examples of the "hand-holding" commands. is it bad that i enjoy these flame wars
2そうだね
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返信[19]
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V360 TheV360
Nice, the first ever SmileBASIC Miiverse flame war!
4そうだね
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返信[1]
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V360 TheV360
But it does cut down on typos...
0そうだね
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V360 TheV360
Caught it the frame that the unusable keys appeared. (Usually the [.], [/], and [@] keys don't show up on the special keyboard)
0そうだね
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返信[2]
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V360 TheV360
@LOOP GOTO @LOOP works, but I'd recommend WHILE 1 WEND
0そうだね
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返信[11]
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V360 TheV360
(I was talking about the Portal game for the TI-84)
1そうだね
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返信[2]
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V360 TheV360
Portal wasn't made in TI-BASIC, it was made in Z-80 assembly. (the Z-80 is what powers most TI calculators) This gives the dev more control over everything and makes the program run exponentially faster than a TI-BASIC program. That might make porting it a little bit difficult.
1そうだね
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返信[11]
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V360 TheV360
10そうだね
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返信[1]
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V360 TheV360
put GCOLOR before GCIRCLE.
1そうだね
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V360 TheV360
It's pretty much just a slideshow. Also, no one can upload it because Scott DMCA'd the developer of FNaFSB.
2そうだね
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返信[1]
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V360 TheV360
You forgot to put it in a loop. Also, you don't need to make multiple separate IF statements and you don't have to run SPSHOW, that's only for if you hide it first. ACLS WHILE 1 IF BUTTON(2) THEN SPSET 0,1024 SPSCALE 0,20,20 BEEP 14 ENDIF VSYNC 'Make sure this runs once per frame WEND
1そうだね
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V360 TheV360
Here, have an (unfinished) graphing calculator. Key is in the picture. (I'm working on a new version from scratch with a new UI and way of graphing problems)
7そうだね
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返信[6]
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V360 TheV360
ACLS FOR I%=0 TO 35 SPSET I%,0 SPHOME I%,8,8 SPCOLOR I%,RGB(((35-I%)/35)*255,((35-I%)/35)*255,((35-I%)/35)*255) SPFUNC I%,"FUNC" NEXT I% WHILE 1 CALL SPRITE VSYNC WEND DEF FUNC SPOFS CALLIDX,200+DEG(SIN(RAD((MAINCNT+CALLIDX*10) MOD 360))),120+DEG(COS(RAD((MAINCNT+CALLID*10) MOD 360))) END This makes a cool effect... if it works.
1そうだね
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返信[7]
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V360 TheV360
You could use CLS, then redraw the border and ball. For example: WHILE 1 VSYNC 1 'Wait a frame before advancing CLS 'Clear text screen ... draw border and ball ... WEND
0そうだね
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返信[1]
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V360 TheV360
The text wrap is real
0そうだね
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返信[3]
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V360 TheV360
Pika, VSYNC doesn't use decimal points. That .1 will be rounded down to 0, which completely destroys the point of VSYNC.(lag-compensating version of WAIT) WHILE 1 STICK OUT SX,SY X=X+SX*2 Y=Y+SY*2 BGOFS 0,X,Y BGOFS 1,X,Y BGOFS 2,X,Y BGOFS 3,X,Y VSYNC 1 WEND
0そうだね
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返信[1]
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V360 TheV360
1: Type R for rest 2: Put a dash after the note, like this: B- If you need more help with MML, just type "MML" on a new line in the code editor and press the blue help button.
0そうだね
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返信[1]
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V360 TheV360
F L E E N S T O N E S ? !
1そうだね
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返信[4]
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V360 TheV360
Also, below @MAP, there is a bunch of DATA. The first two numbers are the Width and Height and the rest of the DATA is the actual map.
2そうだね
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