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Autz sonic-HD8765
Means that memory is misplaced and you can't access to it no matter what. Since you start with 8MB of memory available, you won't notice it if you run a small program with that bug. But if your program is big and running from quite some time, you will eventually get a Out of Memory error.
0そうだね
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Autz sonic-HD8765
A string behaves like an array, that's why you can access to a specific character of a string by using []. Example: String$[3] BUT BE CAREFUL: Using array operators on string will cause a Memory Leak, which can only be fixed by restarting SB.
1そうだね
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Autz sonic-HD8765
Well, just locate the enemies off the screen using coordinates like X=420 and Y=260. Also, if you want to rotate everything (including background and the position of the enemies), you will need some sine and cosine. I'm not familiar with the calculation needed to archieve the effect, but shouldn't be complicated.
0そうだね
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Autz sonic-HD8765
You mean, enemies appearing from different points of the screen (offscreen)? Or somekind of enemy patrol?
0そうだね
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Autz sonic-HD8765
Enemies* Also, the code seems familiar for some reason.
0そうだね
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Autz sonic-HD8765
I tried the code and is more like a parrot. It repeats everything you write.
1そうだね
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Autz sonic-HD8765
1.- No key for this stuff yet. 2.- The program has a small documentation with all the commands and examples. I don't use it because is not anymore useful than plain SmileBASIC, and also, more troublesome. I make these compilers just for practice, but it could be used for I/O based games.
0そうだね
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Autz sonic-HD8765
@#yolo A variable is, well, a value that can change. While an array is like a set of variables, where each position is like an individual variable. On some cases you will need more than 10 variables, so instead of doing this: Vl1 Vl2 Vl3 ... You use arrays like this: DIM Vl[3] And to access or setting data on it, you use the index [] from 0 to the size of the array: Vl[2]=5
2そうだね
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Autz sonic-HD8765
You mean... What? I don't get it
1そうだね
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Autz sonic-HD8765
Picross Xtreme?
1そうだね
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Autz sonic-HD8765
Store a lot of data without need to declare different variables for each data. And since all the data will be under one array, is more convenient to access them. Saves space and also commonly used on loops like FOR loop.
1そうだね
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Autz sonic-HD8765
Why not making a program with documented code, then share the key and explain any doubt?
0そうだね
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Autz sonic-HD8765
By increasing the Y position of the player by using a constant: GRAVITY=6 INC PY,GRAVITY SPOFS 0,PX,PY And the jumps are performed when you set a opposing force (with negative value) that will nullify gravity and will gradually decrease: VEC=-16 INC PY,(VEC+GRAVITY) DEC VEC SPOFS 0,PX,PY
0そうだね
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Autz sonic-HD8765
You would first need to: 1.- Setup movement and gravity (both are implied) 2.- Make a simple test background 3.- Create special statements based on the background you have (like not falling when you're on a platform). That's pretty much the basics of the basics, but how to do it is up to you. The movement and gravity is very simple, but the rest depends on how advanced you want to get.
0そうだね
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Autz sonic-HD8765
Here's the sample code. If interested.
0そうだね
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Autz sonic-HD8765
Someone asked yesterday how to make fading text, and the solution i posted was using sprites. Today i tried the algoritm ands works like a charm. What it does is to paste a given text on GRP4 and set a sprite with certain dimensions, then change their alpha values with SPCOLOR.
2そうだね
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Autz sonic-HD8765
The only possible way is to run the loop as fast as you can.
0そうだね
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Autz sonic-HD8765
You mean the maze?
0そうだね
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Autz sonic-HD8765
By using a conditional statement: INPUT "Insert time", U_T$ IF TIME$==U_T$ THEN GOSUB @Label However, i fear you need a more precise comparison, but that's up to you.
1そうだね
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Autz sonic-HD8765
You can't execute two things simultaneously on SmileBASIC, the only thing you could do is to execute both chuncks as fast as you can. Which means you have to re-think your algoritm.
0そうだね
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