Hi, I've been using NCF_MUSEQ a little bit, and I was wondering if it's possible to add portamento effects (Uses the "_" in MML) to music in the editor. I want to be able to make music with sounds like this:
BGMPLAY "C1_D1
NCF_MUSEQ is an amazing program, I was just wondering if it would be possible to use or add this feature, as I really want to have it in some of my music.
While an Ocarina of Time port *could* be made!..
It would probably run at about one frame per day! (In other words, SmileBASIC doesn't natively support 3D graphics.) :P
Any 3D graphics you do see are from the people who really know what they're doing, but they're limited to stay pretty simple since SmileBASIC just isn't powerful enough to do much better.
I think the main reason PTC was removed was because SmileBOOM had it published through Gamebridge. Their deal with Gamebridge eventually ran out, of course, and PTC apparently wasn't making enough money to make the deal worthwhile, so it expired and PTC had to be removed from the eShop/DSi Shop.
Hi, I have a question about NCF_MUSEQ, how do I add portamento effects to my music? (It uses "_" in MML) I want to create an effect in my music that sounds something like this:
BGMPLAY "C1_D1
Is there any way to do it in your program yet? It's an amazing program, I just couldn't seem to figure out how to add this effect to my music, thanks for any help! (And for the amazing program!)
That's just me, anyways. I think I would prefer to program on my 3DS, since I can take it anywhere, and I've never minded the touchscreen keyboard, so USB keyboard support doesn't excite me all that much. I think the thing I'm most looking forward to about it is multiplayer, since it can all be on the same screen and not everyone needs their own system!
Yeah, I know! (You could probably figure out that I follow Petit Computer really closely!) I'm not like, *super* excited for it, since it's basically exactly the same as SmileBASIC (Albeit more powerful!), but it will definitely be nice to be able to play games on the big screen. I feel like it will kind of be like WarioWare D.I.Y. showcase was, except you'll still be able to develop in it.
need to be more specific than just asking how to make enemy AI. We would need to know what exactly you wanted the enemies to do. I recommend giving it a shot yourself before asking for help, too, as finding out for yourself what works and what doesn't is, in my opinion, the best way to learn!
Programming enemy AI can be *really* difficult. There are a lot of different ways to go about it, and it all depends on if your games is a sidescroller, top down, what you want the enemies to do, etc. AI can be as simple as making the enemy always head towards you, to as complicated as making the enemy plan a route and strategy to try and catch you off guard. If you want any help, you're going to
When you return to RUN mode, type RUN and press ENTER. This will run the code you entered in EDIT mode. If you did it right, the screen should fill up with "HELLO WORLD!". What's happening is the code first reaches the command to clear the screen, then it reaches a command telling it to PRINT the text, then it reaches a command telling it to return to the line with the desired @ label.
Type this in EDIT mode (Minus the comments after ')
CLS 'This command clears all text from the screen.
@LOOP 'This acts as a marker, and we can make the code come back here later
PRINT "HELLO WORLD!" 'This will make the words in the quotes appear on screen
GOTO @____ 'Fill in the blank! You want this command to return to the @ earlier in the code!
Here, I gave these tips to someone else, I'll copy/paste it: It's probably a good idea to check out the online tutorial on the main menu, and then read through some of the game's manual. It takes some time and patience to learn, but once you grasp the basics it's pretty easy to start picking up speed! For starters, here's an introductory program you can try:
I think I might try to port Revenge of the Crazy Baby, but only if I can get the code into SmileBASIC via one of the transfer programs. I'm not about to retype the whole thing from scratch! I figure if I get the code in, it would only be a matter of making some adjustments and updating any commands that give me a syntax error or don't work properly.
Dude, *this* is one of the things I've been looking forward to the most! It was a real hassle whenever I ran out of line space in an IF statement. NOT ANY MORE!
Well, you have four different program slots that can be loaded at the same time, but I'm not sure they can all run at the same time. I haven't looked into that much yet.
Yeah, if you're not sure what you're doing, you're going to have to start with smaller, simpler programs before you can make a full fledged RPG. A game like that takes a lot of time and effort, and good knowledge of how to program. If you try immediately making some huge game, you'll just end up frustrated that you can't do it.
When you return to RUN mode, type RUN and press ENTER. This will run the code you entered in EDIT mode. If you did it right, the screen should fill up with "HELLO WORLD!". What's happening is the code first reaches the command to clear the screen, then it reaches a command telling it to PRINT the text, then it reaches a command telling it to return to the line with the desired @ label.