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raimondz raimondzz
I vote for the first and the fourth option. I saw that the latter has more implemented features than on the other project(Based on the topic on SmileBasicSource). The second displays sprites of opengamearts.com so maybe you will get problems to find sprites that match the style of the ones you're using.
0そうだね
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raimondz raimondzz
TOUCH function return the time that the screen is pressed. Put a condition that only check if the stylus is on a rectangle when TT==1. TOUCH OUT ->TT<-,TX,TY
0そうだね
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raimondz raimondzz
I vote for the second option because the keys of your piano look small and with the first you could play 2 notes by accident. In Litterbox is done like this even if the keys are big enough to tap them without problems. NFC MUseQ also do that and the height of their keys is 8px.
0そうだね
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raimondz raimondzz
Here I added an UI and other stuff on the game. Also basic stuff like damage, invisibility state and more tiles for the map. One thing that I'm trying to figure out is a way to store and handle scripted events. Other problem is that I don't know how I will keep track of events that happens once like open a chest or activate a trap since I keep the current map on the memory.
6そうだね
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raimondz raimondzz
Check GGLib[9K3KQPKF]. That library handle collisions between line, rectangles and circles.
2そうだね
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raimondz raimondzz
ENDIF close an if statement. If you use IF alone then you must put each sentence at the right of it: EXAMPLE: IF X==0 THEN DO A; DO B; DO C; ETC With ENDIF you can do this. IF X==0 THEN DO A DO B DO C ... ENDIF
1そうだね
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raimondz raimondzz
Another thing that is wrong is that you're not using a loop to handle the button input. Right now, your code only check the button input once. You need to do this: VAR B WHILE TRUE B=BUTTON() IF B AND #A THEN DO SOMETHING ENDIF IF B AND #B THEN DO OTHER THING ENDIF WEND
1そうだね
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raimondz raimondzz
By the way, there are some tutorials on SmilebasicSource.com on the section Submissions->Resources. Most of them explain hidden functionalities of the language rather than a concept to create a game.
0そうだね
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raimondz raimondzz
Here is the key of Celeste: [5VXN8AE]
1そうだね
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raimondz raimondzz
Well, the progress of this game has been slow... I tried to implement entity-component system but failed so I will keep the "god" entity to store characters, attacks and animated tiles.
3そうだね
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raimondz raimondzz
The entity pattern is the creation of one or several arrays to represent the properties of an object. GAME4SHOOTER use this pattern to store the angle, the type of character, animation state, etc... There are other patterns that could be helpful but the ones that I mentioned are used on almost all the games.
1そうだね
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raimondz raimondzz
If you want to make a game then you need to know 2 patterns: -Game loop -Entity pattern. Game loop is basically a "while" statement that encapsulate the input, logic of the game and the drawing of the stuffs (In that orde). I recommend you to check the code of the game Celeste because the code is well organized.
1そうだね
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raimondz raimondzz
Hi, can you tell me what are the features that will be on this program? I use Litterbox to create music so I want to know if you're going to do stuff that are not included on this program.
0そうだね
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raimondz raimondzz
Thanks Simeon, that code helped me a lot. @Autz From my experience you can't rotate the collission box. This is always a rectangle.
0そうだね
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raimondz raimondzz

Anyone have figure out how to handle collision with rotated sprites?

I saw in Cyburst that the diagonal lasers is just a single sprite rotated and scaled but I can't figure how to handle the collision box with sphitsp on that case.(Since the collision box doesn't rotate along with the sprite)
0そうだね
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raimondz raimondzz
The problem rise because "load" only write the content of the file on a page. Meanwhile, "use x" let you use common function that exist on that page. However, it doesn't create any instance of a global variable because the program is not executed. You need to use "exec" instead of "load" to execute those commands. TLDR. Use exec "PRGX:FILE" instead of load and use if you want to use array in othe
1そうだね
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raimondz raimondzz
KEY:[Q38EJE3D] Here is a preview of the game I'm working. It has a level editor and a program that let you play the file "maps". I haven't made the damage detection yet but I will add that feature, 3 more weapons and the ability to select the map that can be played.
6そうだね
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raimondz raimondzz
That code doesn't work if X==X2. The same with Y and Y2.
0そうだね
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raimondz raimondzz
That's happen because your are using the same "management number" for the 3 sprites.
0そうだね
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raimondz raimondzz
First, you should use BGMSET to define a number to your music. Then use BGMPAUSE and BGMCONT Example: BGMSET 128,"[CDEFG>CDEFG<]" BGMPLAY 0,128 'Play the mml on track 0. WAIT 120 BGMPAUSE 0 'Pause track 0 BGMPLAY 1,5 'Plays another music on a different track WAIT 120 BGMCONT 0 'Resume track 0
1そうだね
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