Showing 441 to 460 of 8,422
441. Posted: Thu 6th Sep 2012 21:37 BST
@0LD_SK0OL_PUNK Yeah... I find myself at one point or another looking into most program's coding.
Just last night, being that @Icebender7 reminded me of your name test, I decided to take a try at learning what you did myself, so I also made a basic repeater based off (basically copied... but hey I wrote it all over again... and again... and again... and again... I screwed up... a lot) of your name test. As of right now I think it just plays BGM 10 in the background and asks you "What should I say?" and then it says whatever you said. Not exactly the best program, but I think what I learned from it will definitely come in handy at one point or another.
I also went ahead and edited the coding for GAME 5 (Fighting Game), so now I've got a version that is a one-hit kill mode. I changed the BGM on it to fit and I changed the title screen's text. Honestly, I learned a lot more copying your program than I did doing that. :I
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442. Posted: Fri 7th Sep 2012 12:08 BST
Ok, here is Petit Computer's own site with tutorials, it's own forum for QR code sharing and anything Petit Computer.
443. Posted: Fri 7th Sep 2012 20:44 BST
can anyone here explain to me how data works? ive seen it everywhere in code but i could never understand how it works. is it possible you could explain it in layaman's terms? if not, just explain the best you can : )
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444. Posted: Fri 7th Sep 2012 21:01 BST
the DATA keyword declares a list of fixed values that can be accessed sequentially (this is important!) using READ. Kind of like a simple array but with fixed values and no random access
10 DATA 8, 16, 32, 64
20 READ a
30 READ b
a now holds the value 8 and b holds 16
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445. Posted: Fri 7th Sep 2012 21:11 BST
alright, that's how data works! great, but how can i use it in a program? i could have sworn i've seen l've seen words and letters in this DATA command.
446. Posted: Fri 7th Sep 2012 21:24 BST
Words or any other alphanumeric data is stored in "strings". DATA is meant for numeric data like a digitized image.
447. Posted: Sat 8th Sep 2012 01:31 BST
It is also useful for making levels/maps and storing stuff like messages in an organized way.
DATA, READ and RESTORE are amazing if you know how to use them.
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448. Posted: Sat 8th Sep 2012 01:33 BST
alright, now's the fun part: someone, post a DATA command, and explain how it works step by step.
449. Posted: Sat 8th Sep 2012 01:57 BST
Eh let's see...
And you want to use that data to draw a 6*6 room using some background tiles.
LABEL$="@MAP1" 'set the label where the DATA is
@DROOM 'a subroutine to draw a 6*6 room using DATA
RESTORE LABEL$ 'set the DATA pointer to that label
FOR Y=0 to 5 'start Y for
READ L$ 'read a line of DATA
FOR X=0 to 5 'start X for
IF MID$(L$,X,1)=="0" THEN BGPUT 0,X,Y,45,8,0,0 'draw background tile 45 if the Xth data of the Yth DATA line is 0
IF MID$(L$,X,1)=="1" THEN BGPUT 0,X,Y,54,8,0,0 'draw background tile 54 if the Xth data of the Yth DATA line is 1
IF MID$(L$,X,1)=="2" THEN BGPUT 0,X,Y,65,8,0,0 'draw background tile 65 if the Xth data of the Yth DATA line is 2
NEXT X:NEXT Y 'Move on
That way you can write yourself multiple DATA structures with number variations to draw different rooms using the same code.
Or something like that.
Edited on Sat 8th September, 2012 @ 01:58 by Morpheel
450. Posted: Sat 8th Sep 2012 22:51 BST
are there any tutorials in the game
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451. Posted: Sat 8th Sep 2012 22:53 BST
seriously. if there is i'll buy the game
452. Posted: Sat 8th Sep 2012 22:53 BST
@MrMario02 Yes, look for "Help" in the bottom left when PetitComputer is open, it should tell you most basic operations.
Edit: Here's a picture of it, look in the bottom left: http://media.nintendo.com/nintendo/bin/y3EsDsjZYpDs58JLiXj1Yb...
And this is how it looks on the main menu:
However, it just tells you the commands and what they do, you have to figure out how to make them work together basically yourself, although there's tons of tutorials for BASIC, or even this specific version of BASIC (SmileBASIC) all across the web and even right here.
Edited on Sat 8th September, 2012 @ 23:01 by GrabSomeEyes
453. Posted: Sat 8th Sep 2012 23:19 BST
454. Posted: Sun 9th Sep 2012 01:50 BST
I am almost releasing the beta engine of my adventure for you guys have a look, don't know if you would like to scan 5 (maybe more) QR codes for something which is still unfinished.
Anywho, I was wondering if there will be a wiiU version of this. Also, if there is a way to inform them (Petit Computer crew) our (assuming that there are more people here who would like to see a wiiU version) interest on a WiiU version.
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455. Posted: Sun 9th Sep 2012 03:46 BST
@Peidorrento Definitely will check out. I like looking at unfinished things sometimes more than finished things, just to see how it changes, and to be able to put some input into it.
456. Posted: Sun 9th Sep 2012 13:16 BST
@GrabSomeEyes so here it is, for you and for anyone who likes an unfinished job.
This is my new "project", which is suffering from time problems (strike is over, so I'm back to college):
Some notes: It is unfinished, way unfinished (if that expression exists). There is only one enemy for now and it can't heart you (but the collision detection is already ok, so is the movement); there are 3.3 screens ready (the first one, the upper one, the right one and the upper right one(wich is about 30% ready )), but still lacks enemies position and "doors" in some cases; the itens are not implemented yet, but there are some graphics for them already.
I hope you find, at least, enjoyable to look at. My plans for the final thing includes different ways to get out of the cave, some simple puzzle solving and itens (which will be kinda like "keys" for the paths).
Feel free to edit, try to understand, use it, spread it, etc... Please, give me any feedback you may find useful (or even the useless one). Also, if you have any questions or suggestions for codding, let me know. Hope you all enjoy!
Edited on Sun 9th September, 2012 @ 15:24 by Peidorrento
457. Posted: Sun 9th Sep 2012 17:34 BST
@Peidorrento, I just tried it out briefly, and good job so far. My first instinct was to try the different buttons. Starting with A. :I That didn't work out very well. Anyway, I then decided to go right since in the video you showed before I don't recall you going right for long, so I went up and then went left into the uppermost part of the left side of the map. I found myself walking through the ground. (I still couldn't get past that bat...). So I went back down and everything was normal. I decided to try it again, and I went back and went down before I reached the left side of the screen. I found myself floating above the ground on the lower right place. Actually quite funny.
So aside from those two obvious bugs, I'd say the things I'd like to see added/fixed most would be a way to get past the bat without getting hurt (attacking, sneaking by, etc.), and maybe edit the sprite's arm when walking, it seems a bit weird like it's sleeve or something goes away or something, I'll look into it myself, but it isn't really a big deal, just continue on with the gameplay before the little things.
Edit: I tried looking at the character sprite, and just an extra line of blue where the top pixels of the skin are in the running animation makes it look just a little bit cleaner to me.
Edited on Sun 9th September, 2012 @ 17:39 by GrabSomeEyes
458. Posted: Sun 9th Sep 2012 17:50 BST
@GrabSomeEyes Thanks for trying out. These bugs occurs basically because the map isn't finished (which sort of means the engine is not finished). I have ended the upper right screen now and there is no such bug. Another source for this glitch is the engine, which was not pointing for the right map data under the circumstances you described (already fixed by now).
About "getting past the bat without getting hurt", I'm pretty sure there is a way to do that . I'll double check though, thanks for the heads up! Also, I'll check this animation issue. I'm a terrible artist so that was the best I could achieve
459. Posted: Sun 9th Sep 2012 20:50 BST
@Peidorrento if the bat is slowed a tiny tiny bit it'd probably make an easier opening to get through. I just think I never made it past it without getting hurt. Let's just at least try not to recreate this: http://www.avatarist.com/avatars/Games/Sprites/Castlevania/Me...
(They're actually easy to kind of just walk by when you've got their pattern down but still).
460. Posted: Sun 9th Sep 2012 20:57 BST
@GrabSomeEyes I insist that it is fairly easy to pass by without getting hurt. I've just tried it I feel like, if I make it even easier, the game will be only about getting itens and solving puzzles, without the "dodging enemies" part.
Edited on Sun 9th September, 2012 @ 20:59 by Peidorrento