oh bro! i made two posts on ML just this week!
Also helped me with saving and direction (for items like the pickaxe) (so it shows when facing down or up, stuff like that)
anyways cant wait for your farming game lol.
(Farming Life..?) (or Farmers Life)
just an idea, still love miner life!
-beta soon!-
no it just makes like 3 oddly placed blocks by eachother.
also i was wondering if it ever gets annoying for you to put all those % (and $/#) in your code for everything?
it seems like a lot of work just for option strict.
cool, yeah jumping is always hard to do lol.
anyways i need some help real quick, im trying to make a grid of sprites covering the screen using a for loop or something, other then making like 200 spsets lol.
would it be better to A: create 24 FOR loops incorporating the y 16 more each time making a grid.
or B:
do something else simpler that i dident know i could.
well i would need like two strings (name and ..lol i forgot)
so i think i will make three save slots, so clicking one will save the slot your using then go to the game and load that slot,
VAR SLOT1SAVE[47]
something like that
then just repeat slot save until i have 3 or them.
but anyways using a for loop how can i make a spofs go up 16 for every I
like
FOR I=0 TO 19
SPSET I,0
SPOFS I,?,?
NEXT
oh and i later updated it to have boundarys so now you can stop it from going too far lol.
the two lines of code in the middle of the screenshot.
if you ever wanted it lol
first off, the sample games were made by professional game makers (mainly) and dont really count, basically one spset for the title screen, one for main character, and one for coins and enemys which are pre set by msking a variable for each one containing the x/y and sprite.
basically, dont go by the samples.
this is one entire game made to fit in one screenshot.
awesome.
(not made by me obviously)
if you have any games made in one screenshot please share them!
for a ghost like thing you could use INC still in a if loop.
but i would have to do same testing as this isn't the easiest thing
for mutiple sprites you use a for loop like so (ill be setting up 50 random sprites)
FOR I=0 TO 49
SPSET I,RND(600)
SPOFS I,RND(400),RND(200)
NEXT
oh oops sorry add in
VSYNC
after WHILE 1
next theres wait, almost NEVER use WAIT in an active program with moving in it, instead use a INC/DEC loop like:
IF BUTTON() AND #A THEN
REPEAT
VSYNC
INC WAITS,1
UNTIL WAITS==100
ENDIF
or something like that lol.
for stopping on the ground..
what does that mean..?
there is no ground, do you mean a bgtile or the screen or a sprite..? what?
tbc
ok so moving a sprite..? here is a simple code
ACLS
X=0:Y=0
WHILE 1
SPSET 0,0
SPOFS 0,X,Y
IF BUTTON() AND #UP THEN DEC X,1
IF BUTTON() AND #DOWN THEN INC X,1
IF BUTTON() AND #RIGHT THEN INC Y,1
IF BUTTON() AND #X THEN DEC Y,1
WEND
^might have messed up the x/y but thats basically how you would simply do it^
tbc