Archiverse Internet Archive
投稿のみ 投稿と返信
前のページ(最近)
1 2 3 4 5 6 7 8 9
次のページ(過去)
返信[14]
親投稿
raimondz raimondxz
Ok, I could try to see what is the problem.
0そうだね
プレイ済み
返信[11]
親投稿
raimondz raimondxz
The problem in your code is that the argument of BGOFS are on line 20. Put BGOFS cameraBG[I],cameraX%,cameraY% in the same line. I use this code on a map editor for my tactic rpg game. It's still a work in progress but it is too complex to use it as an example. If you have a code where you want to add the camera, then I can try to add it for you. If not, then I could share my project.
1そうだね
プレイ済み
返信[24]
親投稿
raimondz raimondxz
Ah estaba pensando en otra cosa cuando lo escribi, no es espacio sino 'enter'(salto de linea).
0そうだね
プレイ済み
返信[21]
親投稿
raimondz raimondxz
SPHITSP(1) le indica al juego que retorne el primer sprite que este chocando con el sprite. Si no hay uno, entonces retorna -1. 2-Eso ocurre porque estas llamando la función LOCATE despues de print. Para arreglar el problema tienes que usar LOCATE antes de PRINT. Además, te recomiendo usar ENDIF y separar los comandos por espacios en lugar de usar ':'. De esa manera, tu código se verá ordenado.
2そうだね
プレイ済み
返信[20]
親投稿
raimondz raimondxz
Hola vi tu código y te voy a responder algunas preguntas: 1- Para detectar que el auto tocó la bandera, es necesario usar SPCOL. Primero tienes que llamar a esta función despues de haber hecho un SPSET del auto y de la bandera para indicarle al juego que estos sprites puede colisionar.(EJ: SPCOL 1) Luego, en vez de usar y<=25 usas SPHITSP(1)==2.
2そうだね
プレイ済み
返信[9]
親投稿
raimondz raimondxz
Also: -You need to put renderCamera in the part where your code render the changes of the game. -To move background, you need to push the layer on cameraBG Then just call moveCamera somewhere in your code(Try in the one that control the player) to test it.
1そうだね
プレイ済み
返信[8]
親投稿
raimondz raimondxz
DEF renderCamera VAR I INC cameraX%,cameraVX% INC cameraY%,cameraVY% SPOFS 0,-cameraX%,-cameraY% FOR I=0 TO LEN(cameraBG)-1 BGOFS cameraBG[I],cameraX%,cameraY% NEXT cameraVX%=0 cameraVY%=0 END
1そうだね
プレイ済み
返信[7]
親投稿
raimondz raimondxz
VAR cameraX%=0,cameraY%=0,cameraVX%=0,cameraVY%=0 VAR cameraBG[0] DEF moveCamera VX%,VY% cameraVX%=VX% cameraVY%=VY% END
1そうだね
プレイ済み
返信[6]
親投稿
raimondz raimondxz
You need the following things to make a camera: -Variables to store the position of the camera. -A invisible sprite(Call this the camera sprite) with management number=0 -The speed of the camera. -SPLINK all the sprites you create with the camera sprite Then you need to declare the functions:
1そうだね
プレイ済み
返信[4]
親投稿
raimondz raimondxz
Now I understand. You wanted to trim the "0" from the left side. There is an easy way to have an string with exact length of a binary. Try this: SIZE$=BIN$(VAL("&B"+SIZE$)) ? LEN(SIZE$) The code above is used to get the string without the 0 at the left side. The text &B at the begining of the argument is used to identify the string as a binary.
0そうだね
プレイ済み
返信[2]
親投稿
raimondz raimondxz
Is Size$ a binary inside an string(Example "1101")? If that is the case, then I think that you should do this on line 10: BIT[I]=VAL(SIZE$[I])
1そうだね
プレイ済み
返信[1]
親投稿
raimondz raimondxz
C1, C2 or C3 haven't been initialized. Also, you're not using the result of that operation... you must store it on a variable. Example VAR res=C1-RGB(0,256,0)
1そうだね
プレイ済み
返信[10]
親投稿
raimondz raimondxz
Sorry, I've been busy with other things so I don't have a significant progress. The last thing I've done was add the rules to select the chips from the bottom screen.
1そうだね
プレイ済み
プレイ日記
ネタバレ
raimondz raimondxz
Here is a demo of the mmbn game i'm doing. For obvious reason, some sprites are grey. KEY:[QREX5XA3] There is not AI yet. The game include: -5 animated background with random colors. -2 music. -Custom font. -Battle menu. -"Battle chips".
7そうだね
プレイ済み
返信[4]
親投稿
raimondz raimondxz
I saw that you want to make a encryptation algorithm. I have bad news for you: bin$() won't help you too much because it return a string. You need to learn how use bitwise operators(>>,<<,and,or,xor) to handle them as a binary.
1そうだね
プレイ済み
返信[3]
親投稿
raimondz raimondxz
That's a value returned from the function(A String). It's up to you to decide what to do with that. If you want to see the result on the console, then type: ? bin$(variable)
0そうだね
プレイ済み
返信[21]
親投稿
raimondz raimondxz
The modules used in GAME_LOOP must implement these methods to work properly.(This is the equivalent of an "interface" in Java)
1そうだね
プレイ済み
返信[20]
親投稿
raimondz raimondxz
That can be done with other module. One of my modules is called GAME_LOOP. It store another module and call the following functions. init_: Called once to create all the sprites and arrays. destroy_: Clear all the sprites and free the memory of the arrays. input_: Handle the input of the player. update_: Handle the logic of the game. render_: self explanatory.
1そうだね
プレイ済み
返信[18]
親投稿
raimondz raimondxz
I use 2 slots: 0: Executable 3: compiled files. Right now I have 39 txt files in the project: -1 is the executable -1 is TH GRP editor. -1 is hosiken's font editor. -1 is the font file generated by the previous program. -4 are from lowerdash(Compiler, base file, generic code generator and key setter for lowerdash keywords). -The rest are the modules used on the game.
1そうだね
プレイ済み
返信[1]
親投稿
raimondz raimondxz
That function only changes a number into its binary representation. Example: BIN(4) gives "100" BIN(4,4) gives "0100"
2そうだね
プレイ済み