Thanks Lumage but it doesn't run on O3DS.
I see a popup with a button ok on the middle of the screen and then it quit.
I'll check the code to see if I can find something useful.
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).
Well, I'm aware that N# exist but I haven't found any documentation about the syntax.
Do you know any program that use it? And how is the performance of the programs done with it?
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.
I'm taking a "break" because I don't have too much time to do thing on smilebasic. A project(Not related with smilebasic) demanded too much time and, because of that, I didn't want to code on my free time.
If I return(Maybe on march), then I will try to finish my tactic RPG and then move to unity or other tool.
Also, I changed the number of entities that could be on the map to 40 per map. I made this change because I wanted that every character could be different and unique.
To do this I did the similar method that I used to make skin on jump edit: Each entity has a space assigned on the sprite page. When a class is loaded, I copy their sprites from other page to page 4.
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
@Aaron
I think label should only be used for data(READ-DATA-RESTORE-COPY) and to make "switch case"(If you don't know what do i mean, then search in google... the syntax is easy to understand) since smilebasic doesn't support that syntax.
For everything else there are already control structures(IF-ELSE-FOR-NEXT-WHILE-WEND-REPEAT-UNTIL). Also "DEF function" replace GOSUB and is superior to it.
@snookems
Nop, thats a bug. The wiggle and the boo are still wip. (Other things about them is that they are inmune to shells/Explosions. The behavior of the wiggle is weird when it's inside a [?] block and on rails).
The skin mod should work fine(The animations are run, jump, swim, taunt and crouch). The mod doesn't replace the dead animation but I left a space just in case.
A problem that I see with the code is that only the first collision will be detected(From my experience if 3 sprites overlap, then SPHITSP will return the sprite with the lowest management number.) For example, for sprites with management number 1,2,3, the collision detected would be (1,2), (2,1) and (3,1).
To solve that problem you need to use a loop to call SPHITSP() without arguments.