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返信[16]
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raimondz raimondzz
So, I recommend you to read a page called gameprogrammingpatterns.com. The topics will explain you how to solve common problems on game development and create code that is not confusing or hard to maintain. The page mostly use c++ to show examples but it's not hard to use those ideas on smilebasic.
0そうだね
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返信[15]
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raimondz raimondzz
mmm... I think that your problem is not a code problem but a design problem. Maybe you know how to use sprites, background, console or basic functions but you don't know how to blend those commands together to make something greater and easy to understand. ...
0そうだね
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返信[1]
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raimondz raimondzz
This is the room at the center.
1そうだね
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raimondz raimondzz
I recycled the map editor that I made on an unfinished tactical rpg and made a room system like zelda. Each pixel represent a tile of that room. By the way, I haven't posted anything about my mmbn project because I used my time to improve SmileIDE and got distracted by this side project because I want to make a game that doesn't violate copyright.
4そうだね
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raimondz raimondzz
Nice, what kind of battle system will have this rpg? Also, what are the features that you've done on the game?
0そうだね
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返信[2]
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raimondz raimondzz
1. Read the manual of the game to know about the functions and the behaviors of them. 2. Look on SmileBasicSource the section submissions->resources. There you can find lot of tutorials. 3. Start a simple game: pong, tic tac toe or rock paper scissor.
0そうだね
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返信[2]
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raimondz raimondzz
Thanks. By the way, the cannon is on a wrong position because I haven't created the interface that handle the position of the weapon for Meddy =P.
0そうだね
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raimondz raimondzz
Finally, I was able to implement the undo/redo feature on SmileIDE. Now I made a color picker to customize the environment. It let you select the color by tapping with the stylus or by writing the hexadecimal value.
11そうだね
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返信[7]
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raimondz raimondzz
Each sprite has 7 internal variables. SPANIM "V" set changes on the last variable. This could be useful if you want to change a value along with the animation. Example: SPSET 0,0 SPANIM 0,"V",1,0,-60,10,0 WHILE 1 ? SPVAR(0,7) VSYNC WEND
0そうだね
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返信[2]
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raimondz raimondzz
I was using those functions to consume data from an encoded string. D=. Currently, I can't test this but does it cause memory leak on arrays? Also, could you check this method? maybe this could be an alternative for strings. DEF myShift(S$) VAR R$=S$[0] S$[0]="" RETURN R$ END
0そうだね
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raimondz raimondzz
Hi, I'm going to delay this project a little because I need to do some upgrades to SmileIDE. At the time 92 chips are implemented on the game but there are 40 different attacks (A lot of them have 3 tiers). The good things is that I can reuse some codes from this game like the variable encoder to handle the input events and the List UI generator on my IDE.
6そうだね
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返信[8]
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raimondz raimondzz
Is there any drawback of using "INC" instead of "PUSH" for strings?
0そうだね
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返信[4]
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raimondz raimondzz
Use SPDEF to define the sprite and associate it with a definition number. SPDEF DN,X,Y,WITH,HEIGHT,CENTERX,CENTERY,EXTRAS Example: SPDEF 0,0,0,16,16,0,0,&b1 OR &b1000 SPSET 0 &B1 means that the sprite is visible. &B1000 means that the sprite is flipped(Horizontally).
1そうだね
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返信[7]
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raimondz raimondzz
What you describe is like an event queue... like schedule some action after X second from a frame. Is that what you want? If so, then you need to make that feature by yourself. I made an event queue for my games but it's done on lowerdash. You can check it on a thread that I made on smilebasicsource.
0そうだね
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raimondz raimondzz
Almost all the standard attacks are done.(Well, the animations and the hit detection... I haven't done damage logic yet). Once I finish that, I'll do: 1- Damage logic. 2- Entity summon (Example: Block, Wind box, etc) 3- Navi attacks 4- Navi Chips 5- Proper AI (For now, Roll use one that do random attacks from a list. This behavior is like her darksoul AI)
8そうだね
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返信[4]
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raimondz raimondzz
I can't put an example of spanim because it's too large but you can check this key: DFDEES3
0そうだね
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返信[3]
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raimondz raimondzz
smashio use spdef to define the frames of mario. Then, use SPANIM to animate the sprite: Example SPDEF: VAR I,N=4 FOR I=0 TO N-1 SPDEF I,0+I*16,0,16,16,0,0,1 SPDEF N+I,0+I*16,0,16,16,0,0,1+8 NEXT ...
0そうだね
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返信[5]
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raimondz raimondzz
LOAD "GPR2:MAP.GRP",0 DISPLAY 1 GCOPY 2,XI,YI,XF,YF,XT,YT,0 (XI,YI);(XF,YF) are the coordinates that surround the map. (XT,YT) is the coordinate where you want to paste the map.
0そうだね
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raimondz raimondzz
You can't use two sprite pages at the same time. If you change it, then the current sprites on the screen will look different. You can load the map with graphic function instead. Those functions are slower than using sprites but it's good to use them for graphics that doesn't change.
0そうだね
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返信[10]
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raimondz raimondzz
Anyway, this sentence is useful if: - You want to keep track what variables you're using. - You're using DEF. In this case the use of DIM/VAR is required to create variables on the scope of the function. - You're using option STRICT. In this case, you must use DIM/VAR because the implicit declaration is disabled.
1そうだね
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