Made the deck editor of my mmbn clone. All of this were done using graphic functions (Except the icons because those are loaded from a grp file and the pointer which is a sprite).
I'm still stuck with the redo/undo function of my IDE, so I got back to an old project to clear my mind.
For those who don't know, I lost most of the code of this project but I was able to recover the modules for the tiles and animated background. I must do the entities, cards(chip) and attacks modules again.
PS: Don't ask the key. I still need to change the sprites from battle network.
Making undo/redo will take me longer than I thought.
Also, I need to write what the upper buttons do("F/R","J2L",">_I"). Can anyone guess what they do?
Hi, I've made the find/replace tool for my IDE. However, i feel that the text fields and other options(case sensitive, whole text filter, etc) should be on the bottom screen instead of the top.
I've found a good game on Miiverse(Petit Computer).
Cyburst:[P3A834ZM]
Link of the person who created this game:
https://miiverse.nintendo.net/users/T-T.nokastan5
Well, I managed to do autocomplete using Ternary tree. I haven't load all the functions (Just the first 14 pages on the help button) but it doesn't take too long to load the hints.
Now, I will add the feature to create files based on templates and improve the rendering time (Right now, I render all the text after any change. Maybe I should render the line edited by the user)
Hi, I'm back...
Anyone know if there exist any custom IDE on smilebasic? Because I'm doing one but I don't want to waste my time if there's already one with the features that I want. (Autocomplete, Custom templates, Custom syntax highlight).
Hi, I want to know if anyone has made or discovered any tool or framework that help to build games...
Last year I used Lowerdash to make some games but I want to know if there is anything to make GUI and bind events to elements of it without writing too much code (Something that generate code).
I ask because I haven't been active for the last 2 months.
Hi, I've been making a tactic RPG game(I uploaded it as "Factory RPG" but maybe I'll change that in the future).
There aren't too much changes because I don't have too much time to work on it. For now I'm trying to make a window to edit characters.
Level, class, team, current hp and mp, and equipments can be changed with the stylus.
Also the sprites were made by CharlesGabriel from openGameArt
Well, I guess that my game now contains the core mechanics for tactics rpg (Except AI).
I want to know what are the mechanics that you like in tactics rpg.
Things that I will implement(By priority):
1.AI
2.Combat animation(I'll do something similar to Half-Minute Hero battles on the top screen)
2.Ability to select and play other stages.
2.Inventory system.
3.Config
3.Skills.
4.Unit managment.
Could anyone help me? I need industrial sprites(mostly tilesets) to submit this game into SmileBasicSource's programming contest but I'll not have too much time to do the assets.
Also, which one is better? Lot of unit on screen but few designs for each one or lot of design but few units on screen.
Finally, I made the code to move the units(BFS + Event Queue + interfaces on button A and B).
My project is still far from being done:
-The unit can move almost anywhere(Even on mountains)
-There aren't turns yet. For now, you can move all the units on the map.
-There is no AI yet.
Here is a key if anyone is interested:[M3S3QEDY]
Well, I couldn't progress too much on my tactic RPG but I could implement the options to save and load maps.
KEY: [JKKNNX4Y]
Also, I'll move the options to change the colours of the teams to the title screen.
The next update should let you move the units and see the options for each one.
Well, I think that the editor for my game is almost finished. Maybe it's time to add tactic rpg mechanics.
KEY:[9KK343AY]
I haven't decided a name yet. If you have any suggestion then comment below.