An update on my text adventure: It's up to the beginning of part 3 (out of either 4 or five parts). I just realized that I'll have to rewrite the whole darn thing in PTCUtilities afterwards, and I'm up to 700+ lines of code...
DSiWare Forum
Topic: Petit Computer
Showing 261 to 280 of 2,739
| Author | Message |
|---|---|
|
261. Posted: Sat 4th Aug 2012 21:59 BST Edited on Sat 4th August, 2012 @ 22:00 by Valiance |
|
I own the following online- capable games: | |
| Author | Message |
|
262. Posted: Sat 4th Aug 2012 22:52 BST So there it is. The "retail version" of my invaders port. It is very simple but I think it is better to start simple. Edited on Sun 5th August, 2012 @ 16:05 by Peidorrento |
|
"A vingança nunca é plena, mata a alma e a envenena" - Seu Madruga | |
| Author | Message |
|
263. Posted: Sun 5th Aug 2012 01:16 BST Ooohhh it even tells you your hit rate! I'll post new pictures of my project later today. Edit: (note: The first three characters are actually just shopkeepers and the fourth one is the player, the last shoopkeeper and the player are based on the premade witch and knight sprites) Edited on Sun 5th August, 2012 @ 02:01 by Morphtorok |
|
Oh look! A Morphloggery. Oh, and a Morphsite too. 3DS Friend Code: 0173-1330-0080 | |
| Author | Message |
|
264. Posted: Sun 5th Aug 2012 04:57 BST Soo I was hoping I could get some assistance with spawning sprites and how to use the collision detection commands. So a link would be nice an some answers to these questions too please =), ty! |
|
neoxid500 | |
| Author | Message |
|
265. Posted: Sun 5th Aug 2012 05:06 BST @Morphtroid: Those are really nice, the cows are especially cute n__n |
|
[15:36] Corbs: Vita rules - 3DS drools! zezloggery | i haz youtube | PSN ID: zezhyrule [23:11] PhoenixCake: my brother is such a dope >___>. | |
| Author | Message |
|
266. Posted: Sun 5th Aug 2012 05:14 BST @Morphtroid The sprites are awesome! Awesome job. I'm still iffy on getting this. -________________- How hard is to get the hang of the programming? I'm just worried I won't have the time to get the most out of this. |
|
"When freaky aliens give you lemons, make freaky alien lemonade!" -Hades 3DS FC: 5026-4421-7593 | |
| Author | Message |
|
267. Posted: Sun 5th Aug 2012 07:43 BST Peidorrento wrote:
[/div] A very big problem that's evident in this is I can't load your sprite file because I don't have it =P UPDATE: mmk, found your post with the graphics, looks much better =3 now the only problem is the language XD Edited on Sun 5th August, 2012 @ 07:45 by neoxid500 |
|
neoxid500 | |
| Author | Message |
|
268. Posted: Sun 5th Aug 2012 08:54 BST @zezhyrule: @Retro_on_theGo: Thanks @Retro_on_theGo: You don't really need to "get the most out of it" to have fun with this, just fiddling around with the code to see what happens is very entertraining (and educative I suppose). Other than needing to learn some commands and their parameters, programming is just a bunch of basic logic slapped together. @neoxid500: That's actually Portuguese, I talk Spanish so I can grasp most of it. I guess English-talkers may have a harder time reading it. neoxid500 wrote:
Well you see, these one of the few things that are actually explained quite nicely on the manual, but I'll try to explain the logic behind sprites. You can set up to about 100 sprites at the same time on the screen, though you could see them more as "objects" than sprites. I'd recommend you to get a notebook and write all the SP-related commands. This language is very old school so you won't find any easy solution to make "walls" from the background, you could use invisible sprites or something completely different, you need to think of various ways to solve that, just look at it from different angles until you find the solution that best suits your project, then you'll even be able to reuse that solution in other games! Backgrounds are limited to 512*512 pixels (that's a little more than 4 full DS screens) and you can scroll through these pixels with easy to use commands, just keep in mind this: Even if you scroll through the background, sprites will stay in the same position until you move them by code, and.... If you want bigger enviroments, you'll need to find a way to update the background by code. It may sound a little overwhelming, but it is not as hard as it seems... Playing some old games or reading about how they work will help you. Edited on Sun 5th August, 2012 @ 09:18 by Morphtorok |
|
Oh look! A Morphloggery. Oh, and a Morphsite too. 3DS Friend Code: 0173-1330-0080 | |
| Author | Message |
|
269. Posted: Sun 5th Aug 2012 16:15 BST @neoxid500 If you want me to translate it and make a little "walkthrough" through the code, please let me know. |
|
"A vingança nunca é plena, mata a alma e a envenena" - Seu Madruga | |
| Author | Message |
|
270. Posted: Sun 5th Aug 2012 23:35 BST @morphtroid @Peidorrento lol, it's fine. But thanks for posting your code, I actually learned how to spawn sprites from your game and hopefully figure out how to make a character move in the 8 compass directions =) |
|
neoxid500 | |
| Author | Message |
|
271. Posted: Sun 5th Aug 2012 23:49 BST @neoxid500 |
|
"A vingança nunca é plena, mata a alma e a envenena" - Seu Madruga | |
| Author | Message |
|
272. Posted: Mon 6th Aug 2012 01:08 BST @Peridorrento lol, I got how to get the command to work, it's just making the sprite move in that direction that I think I have an idea for, but I wanna know if I have the commands understood... Update: "Out of Memory (70, GOSUB)" So, I'm trying to make it so the game can recognize the character input movement and the game spawning everything else at the same time. Is that too much or something or is it because I have 9 BTRIG commands after @PLAYERCONTROLS Edited on Mon 6th August, 2012 @ 01:41 by neoxid500 |
|
neoxid500 | |
| Author | Message |
|
273. Posted: Mon 6th Aug 2012 02:25 BST @neoxid500 |
|
"A vingança nunca é plena, mata a alma e a envenena" - Seu Madruga | |
| Author | Message |
|
274. Posted: Mon 6th Aug 2012 07:18 BST Okay, so I have a code setup for the movement of my character. However, whenever I press whichever button to have my character move, he'll clip to the top left of the screen, and although the correct animation will play he won't move (so basically I've gotten about 50% of the way there =P). So below is the code that I'm using to create the character's movement (just up, down, left, and right for now), help please? =) @PLYRCONTROLS @MOVEUP So that's what is currently written in the code, and as a point of reference, the sprites current coordinates are (120, 160). And so that where I screwed up can be explained to me better, here's my understanding: |
|
neoxid500 | |
| Author | Message |
|
275. Posted: Mon 6th Aug 2012 09:47 BST Morphtroid wrote:
That looks cool! Will you share qr code? |
|
RATJUICE | |
| Author | Message |
|
276. Posted: Mon 6th Aug 2012 13:08 BST @neoxid500 |
|
"A vingança nunca é plena, mata a alma e a envenena" - Seu Madruga | |
| Author | Message |
|
277. Posted: Mon 6th Aug 2012 14:28 BST can someone please explain to me how GOSUB works? what is a subroutine? explain in detail, please! Edited on Mon 6th August, 2012 @ 14:35 by 0SP_ZELDAiii |
|
which is better? to be born a hero, or to be born evil and overcome that nature? 3DS Friend Code: 1032-1301-2772 | Nintendo Network ID: Milkman12 | |
| Author | Message |
|
278. Posted: Mon 6th Aug 2012 15:21 BST 0LD_SK0OL_PUNK wrote:
See my post here: http://www.nintendolife.com/forums/dsiware/petit_computer?sta... A subroutine is a section of code that you intend to reuse over and over. Instead of writing the same code in many different places throughout your program, you can instead write that code only once, and then use GOSUB to fire off that section of code. All subroutines begin with an @ label, and end with the command RETURN. The RETURN is used to bring the execution of the code right back to where the GOSUB was called. See my example earlier in this thread and let me know if you still have questions. Edited on Mon 6th August, 2012 @ 17:18 by DrKarl |
|
DrKarl | |
| Author | Message |
|
279. Posted: Mon 6th Aug 2012 16:49 BST @DrKarl |
|
which is better? to be born a hero, or to be born evil and overcome that nature? 3DS Friend Code: 1032-1301-2772 | Nintendo Network ID: Milkman12 | |
| Author | Message |
|
280. Posted: Mon 6th Aug 2012 17:16 BST 0LD_SK0OL_PUNK wrote:
Control numbers are numbers between 0-99. They are used to reference one of the 100 available sprites. Control number 0 is used for sprite 1. Control number 1 is used for sprite 2 ... Control number 99 is used for sprite 100. Example: I have two characters on my screen. Character 1 is a dog, and character 2 is a cat. In my sprites, I have drawn the dog at sprite character number 12 and the cat at 42. I want to be able to have both show up on the screen. I have 100 sprites available. I choose to use control number 0 for the dog and control number 1 for the cat. I want the dog on the left side of the screen, and the cat on the right. To get them to show up, I would do this: 'Set sprite 0 to be the dog 'Position dog on left side of screen 'Set sprite 1 to be the cat 'Position cat on right side of screen 'Draw the screen Does this make sense? Earlier in the thread, I wrote a quick demo program that will assign random characters to each of the 100 sprites. Scan the code and give it a look: Edited on Mon 6th August, 2012 @ 17:20 by DrKarl |
|
DrKarl |
- « Previous
- 1
- 2
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- 10
- 11
- 12
- 13
- 14
- 15
- 16
- 17
- 18
- 19
- 20
- 21
- 22
- 23
- 24
- 25
- 26
- 27
- 28
- 29
- 30
- 31
- 32
- 33
- 34
- 35
- 36
- 37
- 38
- 39
- 40
- 41
- 42
- 43
- 44
- 45
- 46
- 47
- 48
- 49
- 50
- 51
- 52
- 53
- 54
- 55
- 56
- 57
- 58
- 59
- 60
- 61
- 62
- 63
- 64
- 65
- 66
- 67
- 68
- 69
- 70
- 71
- 72
- 73
- 74
- 75
- 76
- 77
- 78
- 79
- 80
- 81
- 82
- 83
- 84
- 85
- 86
- 87
- 88
- 89
- 90
- 91
- 92
- 93
- 94
- 95
- 96
- 97
- 98
- 99
- 100
- 101
- 102
- 103
- 104
- 105
- 106
- 107
- 108
- 109
- 110
- 111
- 112
- 113
- 114
- 115
- 116
- 117
- 118
- 119
- 120
- 121
- 122
- 123
- 124
- 125
- 126
- 127
- 128
- 129
- 130
- 131
- 132
- 133
- 134
- 135
- 136
- 137
- Next »


, though to be honest, the cow is totally modeled after Harvest Moon (SNES) cows
I will make all the other projects with two language settings though.
what's a control number?