Archiverse Internet Archive
投稿のみ 投稿と返信
前のページ(最近)
13 4 5 6 7 8 9 10 11 12 13 14 15 16 17
次のページ(過去)
返信[1]
親投稿
Cris cmart592
Moon savers? Seems legit.
0そうだね
プレイ済み
返信[4]
親投稿
Cris cmart592
Oh yea one last and final thing. In the print FC section do the locate first then PRINT Fish caught: ". Then do PRINT FC.
0そうだね
プレイ済み
返信[3]
親投稿
Cris cmart592
Oh yea put it in a label, FC should be at the beginning of your program so it doesn't get set to 0 every time, have your main loop gosub to it and then put return at the very end of the gosub loop: ACLS *Variables here with other loading and initializing stuff* @MAIN *code and stuff* GOSUB @CHKFC *more code stuffs* GOTO @MAIN @CHKFC *insert code here* RETURN
0そうだね
プレイ済み
返信[1]
親投稿
Cris cmart592
Do you have sprite collision set up? If so then put: FC(fish caught)=0 IF (variable of SPHITSP)==(control number of fish) then FC=FC+1:CLS LOCATE (x and y coords of bottom right screen):PRINT FC IF FC==5 THEN GOTO @WIN Simple as that.... If you know sprite collision... If you don't, then I suggest you set it up.
0そうだね
プレイ済み
返信[4]
親投稿
Cris cmart592
NO PARENTHESES SO IT WOULD BE, IF HIT==2 THEN *insert command that makes sprite stay on platform or makes sprite die or lose health from enemy* Idk platforms yet... IF HIT==1 THEN SPHALT? or something like that... Hope this has helped... .
0そうだね
プレイ済み
返信[3]
親投稿
Cris cmart592
(If you have spscale on a sprite put it after spcol if you have it on the, it'll make collision accurate) Ok thats it for sprite collision, bad news is that I don't know background collision, but I will learn it and write it down in my notebook. 3) After using SPCOL and SPHITSP, take the SPHITSP variable(HIT,for example). And make an IF-THEN statement, IF HIT==(second control number no(cont)
0そうだね
プレイ済み
返信[2]
親投稿
Cris cmart592
Allow me to explain spcol and its functions. 1)Variable=SPHITSP(1st control number(in this case, the player),second control number(the platform if its a sprite or an enemy)) 2)To use sphitsp you need to have spcol set up first. It's quite simple. SPCOL Control number(for the sprite you want to have a detection for but you have to do it for each single sprite you have), True/False(If you (cont)
0そうだね
プレイ済み
返信[13]
親投稿
Cris cmart592
Sooo cool though!
1そうだね
プレイ済み
返信[12]
親投稿
Cris cmart592
Gui man, its all simple with a gui...
0そうだね
プレイ済み
返信[1]
親投稿
Cris cmart592
Spcol. If its sprites. Don't know bg stuffs yet.
0そうだね
プレイ済み
返信[8]
親投稿
Cris cmart592
Ok then, release a key?
0そうだね
プレイ済み
プレイ日記
Cris cmart592
2 things to say. 1) Got smb3 bg tiles! 2) The 8 on the bottom right corner, is how fast you want to move the red square and it allows pixel copying and filling instead of quadrants.
6そうだね
プレイ済み
返信[6]
親投稿
Cris cmart592
Please a gui, but first what's the syntax?
0そうだね
プレイ済み
返信[4]
親投稿
Cris cmart592
How about putting a sprite, a big looking up and when you press a the bg moves forward.
0そうだね
プレイ済み
返信[1]
親投稿
Cris cmart592
Sorta wonky but ok
0そうだね
プレイ済み
返信[1]
親投稿
Cris cmart592
Ktt or smm... Ktt.
1そうだね
プレイ済み
返信[4]
親投稿
Cris cmart592
Working on multiple levels.
0そうだね
プレイ済み
返信[3]
親投稿
Cris cmart592
When is release? I want to release same time as you.
0そうだね
プレイ済み
返信[7]
親投稿
Cris cmart592
How do I add new things? Like coins.
1そうだね
プレイ済み
返信[1]
親投稿
Cris cmart592
Etch-a-sketch A dur.
0そうだね
プレイ済み