Add the line of code I posted in my edit and test for yourself.
use a VSYNC 1 statement before the BTRIG statement to avoid the duplication error
Right you are. The VSYNC1 before the BTRIG's does the trick. Now I know what the manual was getting at. It wasn't clear that the sync needs to happen prior to the BTRIG.
What's the advantage to this? I noticed that for anything but GOTO's and GOSUB's, the THEN statement is required. Does it hurt anything else other than reducing the available characters for the line by 5?
What's the advantage to this? I noticed that for anything but GOTO's and GOSUB's, the THEN statement is required. Does it hurt anything else other than reducing the available characters for the line by 5?
I don't know how they put the interpreter together, but in theory this should be a little bit quicker. Like, an extremely tiny bit quicker. Like, you probably won't see the difference unless it happens a huge number of times. In practice, I can't see it really mattering for virtually anyone using this program.
I also don't know how to do italics on these boards.
(Also, I thought this only works with IF-GOTO, not IF-GOSUB. I could be wrong and can't test right now.)
EDIT: Ok, I tested and couldn't find any difference in terms of performance. So this it looks like this change will just reduce the length of your code a bit.
(Also, I thought this only works with IF-GOTO, not IF-GOSUB. I could be wrong and can't test right now.)
I think you are correct that it is IF-GOTO only. I looked again and I was confusing it with ON-GOSUB.
Regarding ON-GOSUB, I can't make sense on how to use it from the manual entry. It looks like a way to do switch type statements, but I can't grok the syntax. Does anybody have an example scenario where this would be useful?
Sidenote on italics: encase an i between a left and right bracket. Type your italics text. Then do a /i within another left and right bracket to stop italics.
It works in this way (writing by memory, I could have something wrong):
You have a numeric variable X and you use:
ON X GOSUB @sub,GOSUB @sub2, GOSUB @sub3
What it really does:
If X==0 THEN GOSUB @sub
If X==1 THEN GOSUB @sub2
If X==2 THEN GOSUB @sub3
Umm... help on making AI >.<
I can't have a shooter game without proper AI =D
You'll need to figure out what you want the AI to DO before you code it up. Do you want enemies to chase the player? Shoot at the player? Move in a set pattern? Once you figure that out, write a little flow diagram (i.e. just the algorithm, no actual code) and finally translate that to BASIC.
I used to have a blog link here. I'll put it back up when the blog has something to read.
Umm... help on making AI >.<
I can't have a shooter game without proper AI =D
As mentioned above, the question is too general. Try giving some background information and then asking something more specific. When you are ready to ask code-specific questions, post a QR code of what you already have in place.
If you are looking for suggestions about how to create an AI, well... start by writing down ideas of what you want each different enemy to do. Will they rush towards your character, or try to keep their distance? Will they target your ship directly, shoot indiscriminately in known directions, or shoot slightly off-target to add some randomness? At the start, very simple AI is probably your best bet with levels designed around set patterns instead of intelligent enemies that appear randomly. Complex behavior can be created by layering a series of simple decision onto each other... so start simple and work your way up.
So can this thing handle 16-bit sprites? I THINK I saw a game or two that had them, but they were so basic.
[/div]
So I couldn't find a yes or no via googling, but it seems like the answer is yes. Has anyone tried. I'm mainly worried using 16-bit sprites would make the game harder to program? I'd rather use those kind of sprites than 8-bit for this game I've had in my head for a while now.
It's just a style retro... has nothing to do with the amount of bits. Not sure if you're referring to sprite size or color palette but it can vary ofc.
But either way it's just a style, you're saying. Well ok then. I've procrastinated on buying this game long enough. Guess I'll go ahead and download it today. Work on learning it little by little. Thanks, I guess, zez. D:
Edit: I was referring to the color palate if you were still wondering. u_u
Gonna try to make an side-scroller adventure now. I have to learn how to use the "DATA" command. Any suggestions?
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