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raimondz raimondzz
Check this key [DFDEES3]. I haven't commented the code but what it does is store the state of the animation (And using the button constants to use the same states of the buttons) and play the animation if the state change. Also, call vsync once per cycle (After doing all the changes on the screen).
1そうだね
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raimondz raimondzz
Testing animations of some effects. Here I did a trick where I use 2 sprites to display symetric sprites. By the way, I don't know if this is a bug but SPANIM "Z" doesn't update the position Z of the sprites linked with splink. This is weird since splink states that the coordinates are linked. With SPOFS, this work fine.
7そうだね
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raimondz raimondzz
I suggest you to see lowerdash or N# for your game. It's hard to keep track of all the code when everything is on one file(Specially if you want to develop a lot of features). Also, this help to isolate the code, which is useful to avoid break modules that are already work.
1そうだね
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返信[2]
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raimondz raimondzz
The key is [E338VXNS]. By the way, this game was done by the user kouzi85
2そうだね
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raimondz raimondzz
Battle chip screen. Now it has information about the chip in the cursor. I haven't decided what I will put on that giant black box. I accept suggestions.
5そうだね
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raimondz raimondzz
Only the background, the panels and font. The characters are from the original game but their size is reduced to 75%.
0そうだね
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返信[17]
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raimondz raimondzz
- Try to keep your constants on variables or stored with data.
1そうだね
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返信[16]
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raimondz raimondzz
Finally, keep your code DRY. This mean Don't Repeat Yourself. Some guidelines: - Try to not abuse of copy paste. If you need to do changes later, you need to change multiple parts of your code. - Encapsulate things that look similar on def. For example, the button validation was long, so I change it for a function that check if the pointer is inside a rectangle.
1そうだね
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返信[15]
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raimondz raimondzz
Next, try to do a object pool to store each actor of the map. This include the chest, tree, persons, etc. Remeber to use SPSET when your object is created and then do other stuff. Also, store each management number you're using on an array to remember the sprites that are in use. To handle behaviors create an array for the entities called behavior$.(In the game loop use "call behavior$[i]")
1そうだね
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返信[14]
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raimondz raimondzz
The first thing is to setup a proper game loop. As you can see, I created 4 functions: init_, input_, update_ and render_. The game loop call input_, update_, render_ and vsync. That way, each role is separated and the screen is the last thing that is updated on each frame (That is to avoid some unexpected behaviors).
1そうだね
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raimondz raimondzz
Here is the key: N3234DLY. I tried to fix the code but there still a lot of things that use SPSET.
0そうだね
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返信[11]
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raimondz raimondzz
I have some bad news. I tried to fix your code but there are a lot of stuff that are hard coded, management number that are reused and inconsistent game loop(You have two parts where you process inputs: One before rendering and the other after that). The thing is that the game engine need to be done again. IDK if you want to start over but I can give you the structure to improve your project.
0そうだね
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raimondz raimondzz
Ok, I managed to add the trees using "for". However, I saw that you're calling spset on each loop... that function should be used at the start of the game(or screen) to initialize each sprite. I'm going to fix your code and post it tomorrow.
0そうだね
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raimondz raimondzz
Maybe you should add comments about the variables TREE1, TREE2 and TREES$. Remember that not everybody is aware of your code. Thing that i see wrong: - Surround that code on a for-next. - Handle other sprites (Currently, you're handling the sprite 9) I can help you with that part of the code if you post the key.
1そうだね
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raimondz raimondzz
It's ok but I think that the player should walk faster (also the jump is faster than walking). I saw a lot of redundancy on your code. You should try to learn for, while and def. Also, avoid the use of goto.
0そうだね
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raimondz raimondzz
Ok, i thought all of them were objects. I think that you should move them to the right to click them with the thumb. For example, Zelda do that with the items... In monster hunter 4, the custom layout doesn't let you put buttons on the center of the screen Also, you should use a different background or design if something is a button to know when it will open a different screen before clicking it.
1そうだね
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raimondz raimondzz
Top screen. It's a bit empty but maybe I should change that background. I need to learn how to change the hue or the color palette of a grp stored on an array(or in a page). If someone know, then please tell me how I can do that(post a key, name of the algorithm or whatever you think it's useful).
1そうだね
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raimondz raimondzz
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).
4そうだね
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raimondz raimondzz
I have some questions... Those icons... are they objects or shortcuts to open other screens? Why the center icon has more margin than the others? Also, what kind of game are you developing?
1そうだね
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raimondz raimondzz
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.
5そうだね
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