Oh wow, I foud out that you can't use your own sprites on the touch screen, only the preloaded "panel" sprites or backgrounds (preloaded or custom).
That kind of makes things harder.
Oh wow, I foud out that you can't use your own sprites on the touch screen, only the preloaded "panel" sprites or backgrounds (preloaded or custom)
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Note, to turn off the display of the keyboard on the bottom screen, do this: PNLTYPE "OFF
Anyway, I saw this video which shows more complex sprites than just the basic set in the bottom screen: http://www.youtube.com/watch?v=_StqCyv-hGQ&feature=relmfu
Followed the link to the source code. Looks like the sprites may be getting created with the Hex strings. I saw something in the help file regarding doing this. Might be an good workaround to getting user created sprites on the lower screen. http://d.hatena.ne.jp/ptmacumba/20120229/1330532965
I am still researching. At this point, it looks like you can draw many things in the lower screen, but you must do most of the work manually. It's a shame, as the lower screen has the touchscreen input.
This thread makes me want to download this, but there's just so little space on my 3DS internal memory. I want to program a portable version of the old M.U.L.E. game from the 8-bit computer days.
http://alsphotographyblog.blogspot.com
Video-gaming since the 1970s
It's 117 blocks if you're wondering, which is a lot when we barely get more than 1000 blocks for DSiWare, but seriously, I moved Trajectile and Pictobits to my SD to make room for this and it's going to be a while before I miss them. I'm storing over 80 programs in that 117 blocks, and I'm sure I could still store a lot.
No, TALK does nothing, not even with the Japanese characters. They just stripped the speech synthesizer right out, which I'm guessing is the main reason our version is 8 blocks smaller than the Japanese one.
The bigger goof was leaving TALK in the manual, and still claiming it actually does something. I guess they just translated the Japanese manual and forgot to edit it out or make any disclaimer.
Really? I haven't see it in the manual (it isn't on the "all commands" list either) what part is it in?
I have actually seen some instances of engrish on the manual and the included programs too it's so retro.
@Nintenbro: Hopefully a lot people in america will download it and make useful/fun stuff.
And, iphys, where do you get your programs for? I haven't found that many interesting games or apps in english.
11. BASIC Standard Features -> Audio Functions -> Voice Synthesis
"Text entered is read using voice synthesis. The emotion, pitch, and speaker type can all be modified."
I got excited thinking maybe they had included it after all, but the manual lies. I guess maybe it does still make sense to still include TALK in case we wanted to code it for games for the Japanese, but they shouldn't have told us we had features that we don't.
hey, anyone (like me) who's interested in creating a text-based adventure game or something, check this out: Creating Adventure Games on Your Computer, by Tim Hartnell. It's a really great book in terms of walking you through the planning and stuff that goes into this kind of thing — i'm not all the way through it yet but it seems like a truly solid reference for this sort of project.
BEST THREAD EVER future of NL >:3
[16:43] James: I should learn these site rules more clearly
[16:44] LztheBlehBird: James doesn't know the rules? For shame!!!
-how are games saved? on the sd-card or internal memory?
-how big are they?
-there are already games you can scan via QR-code. come of them have more than one QR-code. do i have to connect these with the program or are they connected automatically? because i dont know if i am able to connect them. i have no idea how programming works and i thought about buying the program just to play the games others have created.
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