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raimondz raimondxz
アメリカ
誕生日非公開
ゲームの腕前中級者
利用したゲーム機Wii U/ニンテンドー3DS
フレンド0/100
フォロー1
フォロワー30
投稿数34
そうだね数57
取得日時

Currently playing Smash but also post things that I do on Smilebasic.

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返信[14]
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raimondz raimondxz
That's strange. Can you post a key of your program? maybe I can do something.
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返信[11]
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raimondz raimondxz
Almost forgot something about SPCOL: the collider will be a rectangle of the same size as the original sprite. However, you can define a bigger hitbox with SPCOL(See page 3 on the help screen of SPCOL)
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返信[10]
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raimondz raimondxz
If you don't put value in mask, then the sprite could collide with everything. ========================== Now SPHITSP let you find the first sprite that is overlapping the one in the argument. This mean if two sprites overlap one in a frame, then the function will return the one with the lowest managment number.
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raimondz raimondxz
For example, you could have bullets that will collide with the player but not with the enemy, and viceversa. So you can use 2 categories: 1(&B01) = Player bullet var PLAYER_BULLET=&B01 2(&B10) = Enemy bullet. var ENEMY_BULLET=&B10 SPCOL SPEBullet,1,ENEMY_BULLET If you want a bullet that collide with both the player and the enemy, then: SPCOL SPEBullet,1,ENEMY_BULLET OR PLAYER_BULLET
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raimondz raimondxz
You must call spcol on every sprite that can collide. SPCOL sprite,[Scale adjustment],[MASK] Sprite is the number associated with your sprite. Scale adjustment should be set as true. Mask is a binary variable that let you put category for collision.
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raimondz raimondxz
I suppose the problem is the collision with walls. I can't explain you right now how it works but I posted a code to handle that case on smilebasicsource. On the search bar type "wall collision" and click on the first result.
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raimondz raimondxz
Here is an example to use that: VAR SP1,SP2,SP3 SP1=SPSET(6) SPSCALE SP1,4,4 SP2=clone(SP1) SPOFS SP2 100,100 SP3=clone(SP1) SPOFS SP3 200,100
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raimondz raimondxz
There isn't one. However you can make a function to do that with DEF. Here is an example: 1|DEF clone(I) 2| VAR DN=SPCHR(I) 3| VAR X,Y,W,H 4| VAR SP 5| SPOFS I OUT X,Y 6| SPSCALE I OUT W,H 7| 8| SP=SPSET(DN) 9| SPOFS SP,X,Y 10| SPSCALE SP,W,H 11| RETURN SP 12|END
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返信[35]
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raimondz raimondxz
En fin, te recomiendo que te familiarices con la definición de funciones (DEF ) y que intentes hacer un juego simple. Las opciones que se me ocurren son: -Piedra, papel o tijeras con sprites. -Pong -Space invader. -Asteroids En cuanto a paginas de cómo hacer juegos, conozco una pero no es de smilebasic y es muy abstracta. De hecho ocupan elementos que no se encuentran en smilebasic.
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raimondz raimondxz
Yo tengo el juego como hace un año y ya tengo experiencia en otros lenguajes: Java, C++, python y otros más. También aprendi por mi cuenta tratando de hacer juegos. Aprendi bastante cuando trate de recrear el sistema de batalla de undertale.
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raimondz raimondxz
The original game is called ゆうしゃの冒険EDIT+ (マリオ風ゲーム). It can be found on the japanese smilebasic wiki.(Search on google "wiki hosiken petc3gou"). I already made a mod of that game with custom music, font and skin selector, but I won't upload it because copyrights. Currently, the game is in V3 but it still has some bugs.
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返信[30]
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raimondz raimondxz
La última linea hace que el mapa cambie de acuerdo al contenido de la variable MAPA. No quiero entrar en detalle sobre la colisión del mapa aun. Es un poco complicado de explicar porque involucra varias funciones: SPOFS con OUT, SPCHR con OUT, usar DEF y BGGET. En cuanto a ENDIF. Esto se usa para cerrar un bloque de condición. EJ: IF A==0 THEN A=1 ? A ? "Entro en la condicion A=0" ENDIF
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raimondz raimondxz
1|DIM MAPA[0] 2|BGSCREEN 0,64,64 3|LOAD "DAT:SC_MAPA_L2",MAPA,0 4|BGLOAD 0,MAPA La linea 1 le indica al programa que cree una variable donde guardará el mapa. Esto es un arreglo vacío. La segunda indica que el mapa que se cargará tendrá un tamaño de 64x64 celdas. La tercera carga el archivo SC_MAPA_L2 y lo guarda en MAPA. El 0 sirve para que no aparesca una pantalla de confirmación.
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返信[28]
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raimondz raimondxz
Para hacer la caja necesitas aprender a manejar los fondos de la pantalla. Para no complicarte mucho, empieza usando el botón smile->map. 1-Dibuja un rectangulo 2-Recuerda el número que está marcado al lado izquierdo de LOAD 3-PON SCSAVE, ahi escribe mapa. Luego ponle yes al que tenga como nombre SC_MAPA_L(Número del paso 2) Luego, para cargar el mapa en el juego tendras que hacer lo siguiente:
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返信[22]
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raimondz raimondxz
3- FORMAT let you insert variables in a string and define properties to it. For example '%d' is used to put an integer into the string, "%05d" let you put a integer that will use 5 characters(The unused characters will be '0'). In the code, "%- 5d" let you put an integer that will use 5 characters(The unused characters will be ' ') and aligned to the left.
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返信[21]
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raimondz raimondxz
Variables also tell you what you're using in functions. For example, if you read "SPOFS 1,X,Y" in your code, then you won't know what is '1'. But if you read "SPOFS SPPlayer,X,Y", then you will know that the player is moving to the position (X,Y)
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raimondz raimondxz
2- For now your code is simple: you have one player and one enemy. But if you start to add more enemies, then you'll have problems to do the AI if you handle them without variables. You can use arrays to store all the enemies and iterate the values of it to do things, for example validations to know where is the player and then move all the enemies.
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返信[19]
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raimondz raimondxz
1-SPLINK link a sprite(Child) with another(Parent). This mean that the sprite position is relative to the parent. For example, you can make a Boat (Parent) and a person on it (Child). If the boat moves, then the person will move along with it. The person can move inside it too but he will still move with the boat.
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raimondz raimondxz
Now the problems in your code: -The mummy was following X=0. The player is on the center of the screen so I changed it to X+200. -Try to not use goto. I know that in the examples they use that but it make the code confusing and hard to read. Only use it inside a function(Becuase the goto can only jump to a line inside of it). -Declare the variables that you're going to use(Use VAR or DIM)
2そうだね
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返信[16]
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raimondz raimondxz
Here is your code. S223C38E. I put the camera and solved some issues with the AI. I changed a lot of things and left some commentaries on your code. Important things: -Always store your sprites on variables. Right now, the amount of sprites is low, but if you have to do this if you want to handle more enemies on screen. -Use a speed variable instead of hard coding movement.
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