yo man like I have lost all interest in this game you can do whatever you want with it
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monquer
so this is a game I made probably a year ago, key is REJD49D. it's pretty fun but simple. got pretty bored with it after like 2 or 3 weeks. inspired by pokeyoshi19 I even put you in the credits yoshi, if you're reading this
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im talking manually rewriting every single line. i know that the old qr system won't work with smilebasic. the only things that I would have to change would really be the all the sprite and bg stuff, which would be a pain
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do you guys want it
back in the day on ptc(the predecesdor of smileBASIC) I made a game called "go dance" which was essentially an awesome ds port of ddr/guitar hero. does anyone want me to copy the code and put it on here?
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you can stack this for better results. (((rnd(6) mod 5) mod 4) mod 3) yields 4 times as many zeroes as 1s or 2s. if you want the emphasis on 1 or 2 instead, just raise values to 1,2,3 or 2,3,4 and then use
if A>2 then A=A-3
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biased randomness
so if you want to generate "random" numbers but want one number to appear more often, you need modular division.
say I have 0,1,2 and I want 0 the most. what I do is take rnd(4), which gives me 0,1,2,3. now if I take (rnd(4) mod 3), I get 0,1,2,0. the 0 now shows up twice as much as the others. rest in comments
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newest prototype of monquer 3d! heavy visual updates as well as a couple of gameplay updates. please report any bugs. game not quite finished, please give me more gameplay ideas.
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tetris theme. the one hidden in your code was awful.
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R signifies a rest. now when you have to put it in your program, get rid of the end and bgmplay. it should just be the bgmsetd with the other starting protocals and the data near the end of the program
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O or ‹ or › can be used to define what octave you want to be in. O4 is a deginition while ‹› jusr raise/lower it by one. [] are used for loops. jusr enclose it around some mml and put 0 or blank for infinite, or a # of times to loop. : is a track definition, and you can have 8 playing at once :0-:7. @ is an instrument variable. type mml and then click on the help to find a list of available types
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putting data 0 at the end stops the assigning of sata to the song. now the notes have to “be in quotation marks like this” or be saved as a string(but then you have to use bgmset instead of bgmsetd). the note names are the same. some very important mml commands are saying the note and then a number. C4 or C is a quarter note, c8 is an eigth, so on and so forth. T is the tempo, so T120 is 120 bpm
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mml is complicated. especially if you don't know anything about music. I assume you do. so, what you want to start with are these 3 lines:
bgmsetd 128,@data
bgmplay 128
end
this is the beginning of your test program. next, make a label further in the prg that looks like:
@data
...
data 0
make sure you have a data 0 at the end. unlike other times when you use data, you don't need to define vars
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the best way I've found is gputchr
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if button() and 64 then end
or you can write
if button() and 64 then @outloop
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I have no idea what is most efficient. all I care is what's easier to write. there is a difference between button() and 1 and button()==1 however
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Here it is, put in some feedback! and I just realized I spelled conquer and monquer wrong in the game
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anybody wanna look at the prototype of conquer? I even made a nice thank-you page in the credits to yoshi. I'd like some comments on it
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