I already have a new (and far improved from my last version) engine for a top down Zelda like game. I'm actually very proud of myself for how I made collision detection for background objects work this time. Last time, I used sprites for every object and just used SPHITSP, but this time, by using data statements, I've made my code both much more organized and much more efficient. I can't wait to get started on the actual game now that development won't be anywhere near as tedious as it was! ^.^
In my current project, I just check a certain background layer. If the tile in front of the character has a value of anything other than 0 (a transparent tile), then it counts as a solid object and the player can't walk there.
In my current project, I just check a certain background layer. If the tile in front of the character has a value of anything other than 0 (a transparent tile), then it counts as a solid object and the player can't walk there.
Interesting. I guess that would definitely be a very good idea, too, especially seeing as how my method only really works for rectangles...ohhhhhh well haha I'm not changing it now since I know exactly how it works and it's extremely simple to implement now.
Personally, I try to avoid using the BG layer for hit detection, simply because it could possibly limit me in a few areas. For example, if I wanted to make a wall the player can pass through, I couldn't do that if it was checking the BG layer for hit detection.
For one of my games I plan on using a three-dimensional array, in which one dimension will hold the BG tiles, one will hold the hit detection, one will hold enemy placement, etc. The one thing I'm not sure how to implement is slanted or half tiles, for example. I guess I'll figure that out when I come to it!
This page alone has some of the most amazing downloads for SmileBasic I've seen yet and I thought might be a reason for you to get the program. Anyway take a look no pictures are posted but the best games so far other than the 5 games which come with it are on this page. Oh don't get me wrong these are not professional games but they are neat. Most of them are play in short burst type of games
Thanks, man. I'm going to pick this up this weekend actually. Want to support the idea and who knows, maybe my kid or I will get into the programming aspect a little.
Personally, I try to avoid using the BG layer for hit detection, simply because it could possibly limit me in a few areas. For example, if I wanted to make a wall the player can pass through, I couldn't do that if it was checking the BG layer for hit detection.
Well, for that I would simply add that wall to a different layer. Or make it so the program knows those specific tiles are not solid.
Personally, I try to avoid using the BG layer for hit detection, simply because it could possibly limit me in a few areas. For example, if I wanted to make a wall the player can pass through, I couldn't do that if it was checking the BG layer for hit detection.
Well, for that I would simply add that wall to a different layer. Or make it so the program knows those specific tiles are not solid.
But yeah, it is just an option. Not a rule.
Or using my method you could simply copy that BG tile onto another part of the BG graphics page. Then use that number but never add a value to it that would make it detect collision for that number.
Well I'm taking a break from SmileBasic as I have put in Nearly 50 to 60 hours on it and feel like I've basically gotten nowhere with it. I have done every tutorial I can find and downloaded every example I can find and still no luck on even getting a background loaded in a program. So I'm taking a break and going to finally go through Shin Megami Tensei Soul Hackers. Thanks to @SwordX I will Be back though after clearing my head by playing a game I should played a couple years ago.
Still playing 3DS but will have Switch soon for multiplayer with friends. I miss you guys! Adam, Joni, Gavin and the rest of the Blue Rogues from the Phantasy Star Zero Days.
@Klimbatize: I'm sure you guys will enjoy some of the games people have made so far along with the one that come included. I'm having a real hard time with the programming myself. I'm taking a break to play Shin Megami Tensei Soul Hackers to clear my head. I've put in 50 too 60 hours into SmileBasic with no luck at what I've been doing. Hope you and your son have some luck
Still playing 3DS but will have Switch soon for multiplayer with friends. I miss you guys! Adam, Joni, Gavin and the rest of the Blue Rogues from the Phantasy Star Zero Days.
I'm confused - what is causing people trouble with the backgrounds?
Did you look at the official online resouces?
Introduction to backgrounds (http://smilebasic.com/en/e-manual/33.php) gives some general tips, but you also need to look at the reference manual (http://smilebasic.com/en/reference/#bg) and try to understand what different background functions are available.
Is it really just getting a BG to show up that you want help with? I could post a sample tomorrow...
He's probably talking about loading a premade background (as in, made with the smile tool) into a game.
It's certainly more complex than in Petit Computer, many things are.
Though, @Windy, I actually made a small sample of how to do it, you can find the code to download it on my miiverse profile. In care you're interested.
Ah, that makes more sense. Backgrounds in general are pretty easy to work with, but getting a BG you've created in the Smile Tool into your actual program isn't easy given the lack of documentation on using Smile Tool features. (So far I've only got partially working results; not sure quite what I'm doing wrong.)
I haven't spent a lot of time with the Smile Tool yet - but it feels like one of those "really powerful, if only I knew how to use it" type of additions. That's probably the biggest limitation I've noticed with Smile Basic so far, because it feels like if I knew how to use Smile Tool well it would make asset development much quicker and easier.
If anyone does know of good tutorials about using Smile Tool, please share!
@ejamer: I'm waiting for good tutorials myself. The best ones I've seen so far are on YouTube by a guy named petitprofessor3d however some of his tutorials cut off real quick at the end and feel like there is something missing. Check him out on YouTube. Some people have made some outstanding programs so far. I'm really getting into Shin Megami Tensei Soul Hackers and will get back to SmileBasic later.
Still playing 3DS but will have Switch soon for multiplayer with friends. I miss you guys! Adam, Joni, Gavin and the rest of the Blue Rogues from the Phantasy Star Zero Days.
@Morpheel: Thanks Morpheel. I actually need a break from it. I hit it pretty hard the first week and couldn't get anywhere with it. I just need a break then come back later. Kind of early burnout from just playing with it to much. I will get back to it later. I've needed to play Shin Megami Tensei Soul Hackers for years this gives me a chance.
Still playing 3DS but will have Switch soon for multiplayer with friends. I miss you guys! Adam, Joni, Gavin and the rest of the Blue Rogues from the Phantasy Star Zero Days.
Yes - there are actually some pretty impressive programs out there.
I grabbed a few put together by Japanese coders (they've had the game longer, after all) and was impressed. The ability to download directly instead of scanning images is nice, and makes it more convenient to try out a bunch of different programs.
@ejamer: ok I'm going to get back to smile basic and give it another go. I'm going to start back with the basics again and get going with tutorials again. A game I have in mind is text based although I would like to put in sone graphics. Round 2 coming up. I watched a YouTube video last night about a guy who had never programmed anything and he made the opening to Mother 3 I think it was.
Still playing 3DS but will have Switch soon for multiplayer with friends. I miss you guys! Adam, Joni, Gavin and the rest of the Blue Rogues from the Phantasy Star Zero Days.
@Morpheel: have you tried Celeste? I am very impressed by that game. It's kind of platformer hell but I think it's meant to be as it seems to have unlimited continues. Give this a try if you haven't done so yet 4RK3J4B3
Still playing 3DS but will have Switch soon for multiplayer with friends. I miss you guys! Adam, Joni, Gavin and the rest of the Blue Rogues from the Phantasy Star Zero Days.
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