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返信[15]
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raimondz raimondxz
I don't know what do you mean with that question. If you refer to a "program" that change the field of the battle, then yes, i have the tileset but I haven't done the events that change them in battle. If you refer to a program to handle the overworld, then no and I have no plans to do that.
0そうだね
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返信[11]
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raimondz raimondxz
I think I can upload a small game and the compressed file. Then, you'll need to use the program created by actorbug to uncompress the files. About encryption... I saw the implementation of the algorithm "md5" in java but I want to see if I can change actorbug's compressor to encrypt all the data.
0そうだね
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返信[10]
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raimondz raimondxz
With Encryption or a "fake-game" that hide the shared files. ActorBug(Japanese guy) posted a program on the japanese wiki to compress all the files in a project to a single file and viceversa.(And it work pretty well. I have two copies of my project on the cloud: The compressed display 50476 and the uncompressed show 2367258)
0そうだね
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返信[8]
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raimondz raimondxz
That would be great. Actually, I've lost a lot of time doing sprites because sometimes I'm not convinced that they look good. But I need to finish some stuff before that: -Battle chip effects. -Artificial inteligence for 3 entities. -Panel effects on damage(Paint them yellow when an attack is over them). -Win/Lose conditions.
2そうだね
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返信[4]
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raimondz raimondxz
I'll try to use this as an entry to the contest in SBS. Obviously, I will change the assets to avoid copyright infringement.
1そうだね
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返信[2]
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raimondz raimondxz
Another good practice is to map the actions of each option. Example: VAR ACTION$[3] COPY ACTION$,@MAP IF B AND #UP THEN SELECTION=MAX(0,SELECTION-1) IF B AND #DOWN THEN SELECTION=MIN(2,SELECTION+1) IF B AND #A then CALL ACTION$[SELECTION] DEF option1 ? "You picked the first option" END @MAP DATA "option1","option2","option3"
1そうだね
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プレイ日記
raimondz raimondxz
Battle chip menu is almost ready. Chips icon are done using "GPUTCHR" with custom font. However, I remember that the function "GPUTCHR" used decimal values for the scale parameter on previous versions of smilebasic but now It doesn't.
5そうだね
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返信[1]
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raimondz raimondxz
The lines between 4 and 8 are doing an infinite loop in the program. By the way, what are you trying to do with that code?
0そうだね
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返信[5]
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raimondz raimondxz
Well, after researching, I decided to use a priority event queue sorted by activation frames to create attacks. With that way, I don't need to keep multiple attack counters with each entity since everything is processed on a queue.
0そうだね
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返信[3]
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raimondz raimondxz
Yeah, I use DEF, Whiles and lowerdash to leave everything in separate files as modules. I only use labels to store data(For example, the animated backgrounds) or to do pseudo switch case inside functions(using return instead of break). For example, I do that to check animation states of each entity.
0そうだね
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返信[3]
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raimondz raimondxz
try this: VAR MAP[0] LOAD "DAT:MAP",MAP,0 BGSCREEN LAYER,SIZE_X,SIZE_Y BGLOAD LAYER,MAP
0そうだね
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返信[1]
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raimondz raimondxz
Part of the sword animation
0そうだね
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プレイ日記
raimondz raimondxz
Now I'm creating attack animations and researching design patterns to program attacks. I don't want my project to become a Spaghetty code. Also, I was thinking on changing the sprites as silhouettes when the battle system is ready. I don't know if that could cause problems.
13そうだね
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返信[1]
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raimondz raimondxz
To save the entire background use VAR map[0] BGSAVE Layer, map SAVE "DAT:map",map However, if you need to store metadata about the map, then you should use PRGEDIT to use text file instead of binary files.
0そうだね
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返信[2]
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raimondz raimondxz
You can follow the tutorials on Smilebasic. Also, you should see the program ex1 to ex4 to learn the basic. Also, you can ask help to the community regarding the smilebasic library or other stuffs.
1そうだね
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返信[8]
親投稿
raimondz raimondxz
Landon, here is the key for the blue mage: [4KSPJXND]
0そうだね
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返信[1]
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raimondz raimondxz
Bottom screen.
2そうだね
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プレイ日記
raimondz raimondxz
Well, I made more upgrades to the interface and the bottom screen. Also, added the ability to charge an attack (But not to attack yet) and artificial intelligence for some entities(warp randomly on one side or follow the target).
11そうだね
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返信[3]
親投稿
raimondz raimondxz
Thanks, replacing the guard with that sprite was a great idea. Now, my sprite sheet is complete.
1そうだね
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返信[3]
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raimondz raimondxz
Thanks, I don't know if I will release it with the same sprites. There still a lot of thing that I need to do so I don't know if I will release a demo soon.
0そうだね
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