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raimondz raimondzz
アメリカ
誕生日非公開
ゲームの腕前中級者
利用したゲーム機ニンテンドー3DS
フレンド-/100
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raimondz raimondzz
This is my last post at miiverse. It's a shame that I couldn't finish this project before this day because I was too busy with other things that happened on my life. Anyway, I leave this key here: [TZ5XQ3JJ]. It's not related to the picture but it's my way to depart from this community devlog. I'll continue making programs and this project on SmileBasicSource.
3そうだね
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raimondz raimondzz
Try this: BGPUT layer,x,y,tile or 1<<14. The above line means that the bit 14 will be set to 1. With that change the tile will be flipped.
1そうだね
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raimondz raimondzz
Another picture from the bottom screen. The first display the tile selector. This image shows the menu.
0そうだね
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raimondz raimondzz
A picture of a map editor that I'm working on. This load and save maps on text files.
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raimondz raimondzz
Todavía esta smilebasicsource para publicar juegos y programas... aunque ya no sera lo mismo sin poder sacar imagenes directamente del juego.
3そうだね
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raimondz raimondzz
Lowerdash is an extension of the language smilebasic that adds some functions like objects, modules and macros for common strings operations. It let you handle your project in different files instead of one, so it's ideal for making big projects (Like this where attacks and the objects on the field could have different behaviors.)
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raimondz raimondzz
Don't worry, the project isn't dead yet. However, I still need to fix all my other projects since all use lowerdash and there is a bug on the last version of smilebasic.
1そうだね
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raimondz raimondzz
Nevermind. I was able to fix it. I reported the bug on SmileBasicSource. FYI it was caused by lowerdash compiler.
0そうだね
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raimondz raimondzz
Somehow, the smilebasic update broke my mmbn clone D:
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raimondz raimondzz
Yes, but you need to copy the finish function in gameloop. The copy just need to remove the scene from the stack(Using only ARRAY_remove). However, this won't call the methods onStop and onDestroy. Anyway, it's your choice if you want to call onStop and onDestroy (I use those to clear the arrays on the screen's module)
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raimondz raimondzz
Nice. Making each pattern a function it's more clear than storing all the events on data. (Like I did before on Friendly Pellet Rain) By the way, EX_020 didn't work well after I select fight...I saw that the lifecycle is the same of some of my games but it's hard to find the problem since it's hard to read compiled code.
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raimondz raimondzz
Current progress of my keyboard: So far, I tried to replicate the keyboard from smilebasic and add characters and hotkeys that aren't on it. Now I'm going to put this on SmileIde and see how it work.
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raimondz raimondzz
SıмΞоп I saw some implementations. The major problem with that feature is to find or implement an efficient algorithm to match path into words within a dictionary (Example: transform "mjuytfdsdftyuiuhgvc" to "music"). A guy implemented this on Python and it took 1 hour to finish the test cases.
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raimondz raimondzz
@SıмΞоп Could you explain that idea? @cool guy Thanks. @lumage I speak spanish and our keyboard has that letter on that position. I thought about leaving those characters on another page but I'll try to add the feature to combine characters. Also, the buttons are stored on data so it's not hard to change this on the future.
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raimondz raimondzz
By the way, the buttons with arrows change the characters displayed on the keyboard. If anyone has any suggestion, then let me know.
1そうだね
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raimondz raimondzz
Here is a picture of the keyboard that I'll use for SmileIde. It's not finished yet, but I can already use it to write stuff. Things to do: - Add support to other characters. (Including the ones that aren't on smilebasic keyboard) - Buttons that interact with the IDE in other ways (Example: Code snippets, word suggestion, comment line, etc)
5そうだね
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raimondz raimondzz
Here is the key for litterbox [2323C28E]. This is a custom version that I made to fix some bugs that I've found (Since glennxserge is inactive and hasn't uploaded a fix).
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raimondz raimondzz
After reading my old project I decided what I'm going to do: 1- Add commentaries (And maybe publish) the framework that I've done to handle multiple screens, events and other functions to handle strings, data, etc. 2- Continue with SmileIde to add some things that I need. 3- Resume the development of my BN clone.
0そうだね
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raimondz raimondzz
A proposito, a modelo me refiero a colecciones de arreglos que comparten un mismo contexto. Por ejemplo las balas tienen arreglos de ID,nombre,sprite,estado de animación,posición y mucho más. En el juego que hice previamente habia usado lowerdash para separar el código porque habian muchas variables y es complicado trabajar en un proyecto muy grande en un solo archivo.
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raimondz raimondzz
Tienes que pensar bien en el modelo de datos que vas a usar para guardar los ataques. En mi juego deje 2 modelos: - Bala (Con posición, velocidad, rotación, alias, etc). - Comandos (Por ejemplo, para crear balas, cambiar velocidad, cambiar propiedades de la bala, etc). Te recomiendo que busques bulletscript o bulletml en google para que te hagas una idea de las propiedades que puedes integrar.
0そうだね
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