The first number of the SPSET command is the control number. By using SPSET 1,0,0 for example, you would create a second Sprite with a control number of 1.
To change the position, use SPOFS. A SPOFS command could look like this:
SPOFS 0,X,Y
First number is the control number, the next two numbers control the X and Y position. You can just put numbers in place of those, or variables...
Just a tip, try to focus on one project at a time. If you start trying to juggle a bunch of different projects at once, it usually doesn't end well. It's your decision, but it would probably be a good idea to finish C.O.S. first.
See, this is why everyone should own SmileBASIC. For $10 (or $5 if you buy it right now) you can get a bunch of apps that can replace a whole bunch of eShop apps. And of course, plenty of fun games on top of that! Some of which would probably make good eShop games themselves. (Celeste, for example)
Yeah, stop a program with START or SELECT. Then make sure you are in RUN modeand type:
SAVE"FILENAME
Obviously you can do whatever you want for the filename.
the same way. Generally a program downloads with its own folder, buy if it asks you where to download to, you usually want to choose [DEFAULT]. The Create Programs with SmikeBASIC button brings you to the computer where you can program games.
To download a game, tap on Publish/Download Projects, then tap on Download (Receive) using Public Key. Enter any public key you've found. (Try [5VXN8AE] it's easily one of the best games available right now) Once you've downloaded a game, go back to the main menu and tap on Browse Projects. Open a folder by either double-tapping it, or selecting it and the tapping OK, then activate a program...
I think want you want is SPOFS OUT. In SmileBASIC, it's possible to add OUT to a lot of commands to allow you to fill variables. The command you want is probably:
SPOFS OUT 0, X, Y
This will fill X with the sprite's current X location, and Y with its Y location. Hope this helps!
That's just a basic outline of what the code should look like, just fill in the blanks with what you need to animate the sprite properly. Hope this helps!
Yeah, you just need SPOFS 0,X,Y after the code that changes the position. Generally you want to make calculations first, then display it second. (Which is what SPOFS will do)
Try this:
Y=Y-1 'Changes Y to itself minus 1
SPOFS 0,X,Y 'Places sprite 0 at the values of the X and Y variables.
SPCHR... 'Put the code that changes the sprite's image here
SPANIM... 'Animate the sprite here.
not be necessary. Another thing is that I don't think the BG load command needs to be as complicated as you have it. Try changing it to just:
BGLOAD 0, MAP1
Of course, it always helps to mess around with your code to see what changes and possibly find where the issue is. For example, you could put a "'" at the beginning of the line with the BGSCALE command to temporarily disable it.
Oh, brother... I was thinking of graphics, not BG tiles! Forget everything I said...
I'm not really familiar with these sorts of BG commands, I usually use different methods of loading them. All I can suggest is, try changing the ":" after the "SC" in the file name to a "_" instead. It also might help to put a "%" after each instance of the MAP1 array so that it's a string, but that might...
You would put those in the same place as the rest of the movement code. For example, for moving up you would put
Y=Y-1
underneath @MVUP. The X and Y variables should be used to keep track of the player's coordinates. For example, if X=128 and Y=64, you (probably) want the sprite to be at those coordinates. By changing these values, you can easily control the player's location.
Hmm... I don't think the HUD image needs to be stored as an array. Try using
LOAD"GRP0:FILENAME",0
after the GFILL command. If that doesn't work, I'll look into the commands a bit more.