I agree with @swordx. Start a project with what you know, and seek help here. Look at the sample programs for strategies and commands. Also, check out youtube.com/petitprofessor. The videos really helped. We all once were like you. I believe you can achieve something great. Shoot for the moon. Even if you miss, you'll land among the stars.
Join us next time for another pep talk with bluerobin2! (jk, but seriously)
To round a number you must use floor. It's the only command provided, but it will always round down the number. If want to round up or something, you need to think about something else (hint, it still uses floor).
@Morphtroid, your puzzle game is very fun. And I wanted to ask, Why did you add extra items in the font? I added them into the game as part of the generation process. Is that what they were meant for?
I agree with @swordx. Start a project with what you know, and seek help here. Look at the sample programs for strategies and commands. Also, check out youtube.com/petitprofessor. The videos really helped. We all once were like you. I believe you can achieve something great. Shoot for the moon. Even if you miss, you'll land among the stars.
Join us next time for another pep talk with bluerobin2! (jk, but seriously)
@Morphtroid, your puzzle game is very fun. And I wanted to ask, Why did you add extra items in the font? I added them into the game as part of the generation process. Is that what they were meant for?
Yeah, that was the plan so the maze would be less monotonous to look at and more like a real reef-thing. But... I couldn't figure out how to add them into the code!
So I kinda just left them there in the font in case you would want to use them yourself.
@Ramstrong, what do you think? No qrs this time. Need to iron put a few details.
Coral Maze sounds good to me. Thanks for the rite, Morphtroid. You can change the background in the @INIT subroutine, the one that says ?"#"*31. Probably best if you draw a few coral sprites on a row. That way you can do something like FOR I=0 TO 31:?CHR$(151+RND(7));:NEXT for varied corals where the sprites are at location 151-157.
Time element is good. Seed element is good also. You may have to roll your own random number generator if you want to fix a particular maze to a seed number. Generate an array full of random number and step through it will work.
I don't see why the maze would be blocked unless you put blocking objects. Don't do it. Better keep it simple for easier design and testing.
Looking good so far!
I put a for-to statement at the end of the generation process that checks a random location if it is a wall and fills it in with a random coral. You might need to do a little shortning though. I know it is possible, but I don't know everything. The seed was not meant to be like a minecraft seed, so far it only influences the link variable and the scenery generation. Thats all I really need it for. You may change it if you like when I release the Qrs. You may also help me start looking for someone to make the gui better [@bigdog00?] and someone to improve the sounds and music [@discostew?] Anybody want to take that on later? We've been through this for over 100 pages. It's about time we made something together . At the end, this game can turn into something awesome and we might be featured. Once i'm finished, someone else can make it even better. Plus, we will get an impressive credits page . Who is all for the idea?
I doubt you'd want me to do the audio, simply because I didn't create the Megaman 2 audio by ear. It was constructed manually, yes, but the data was retrieved in tracker format, somewhat similar to the MML-script format used by PTC. I simply handled the conversion from one format to another and improvised on different pieces that didn't quite work well.
Discostew
3DS Friend Code: 4425-1477-0127 | Nintendo Network ID: Discostew
How do you make it to where you hold down left right up or down on the d-pad to make your character keep moving that way?
Take the current state of the buttons from BUTTON(0), and do a comparison statement on the result. Up is equivalent to 1, Down is 2, Left is 4, and Right is 8. You can mix these together, such as 5 being Up and Left.
@MAINLOOP
VSYNC 1
BSTATE=BUTTON(0)
IF (BSTATE AND 1)==1 THEN 'Do stuff that results in the Up direction
IF (BSTATE AND 10)==10 THEN 'Do stuff that results in the Down-Right direction
GOTO @MAINLOOP
The above code is a simple check of those 2 specific directions (Up, and Down-Right). How you handle what those do is up to you.
Discostew
3DS Friend Code: 4425-1477-0127 | Nintendo Network ID: Discostew
Hey @Discostew, I've got a question for you. How do you manage to keep track of all those variables in your MM2 remake? I'm sure you have tons of variables, and I'm certain you have many "function calls", so how do you manage to make sure you're not re-using some old variable that was and still is important from a couple thousand lines away when you're in a function call? Just a personal question regarding your programming style I guess.
Well, for starters, I'm not one that likes to mix everything together unless I really need to, so I separate the different sections of my code, say like, one section for sprites, one for the levels, etc., and with each section, the variables, arrays, functions, etc. start with a shortened version of their section name, like for sprites, I would have names like SV_....., SA_....., @SF_....., etc, where S refers to sprites, V means variable, A means array, F means function (it's really used for label, but I think procedurally when I code when I can't think object-oriented). That in the very least segregates what stuff is designated with.
I don't recall how I handled some stuff in the original demo (as I have reworked a lot of stuff atm), but currently, with each "section", they each have an INIT case where unless that gets called, the entire section can't be used. With that INIT function, I create my arrays, set my variables, etc., making the likelihood of me re-using a variable for something else is reduced, as I just look into the INIT function and see if it was a;ready set for something. Then there are special variables that are meant to be re-used, like for FOR loops, where I start with, for example, SV_I for a sprite iterator, but if I have to use another, I go with SV_J for the next, then SV_K, etc.
I hope that makes sense. It does to me, but I'm odd like that.
Discostew
3DS Friend Code: 4425-1477-0127 | Nintendo Network ID: Discostew
@Discostew No no, it makes perfect sense. I guess I'm just not used to languages where everything is global, because I'm having a hard time keeping track of everything. When I'm working with an object-oriented language, it makes sense (to me anyway) to have different classes have similar member names, because it provides a consistent interface when you're trying to access them. Same for local variables within functions: if I have a counter, it makes it easier to spot if it's always called "counter" across all functions. But in BASIC, I guess I'll have to start being REALLY explicit with names. Thanks for the insight into your programming techniques!
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