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Topic: Petit Computer

Posts 9,261 to 9,280 of 9,618

LeviCelJir

Discostew wrote:

Petitlife935 wrote:

ok, so ever where i put SPOFS 0,199,0,0,0,0 it gives me an error

That is because you mistook SPOFS for SPSET.

*SPCHR

Hi I'm Levi and I like Bloopys :^)

Discostew

LeviCelJir wrote:

Discostew wrote:

Petitlife935 wrote:

ok, so ever where i put SPOFS 0,199,0,0,0,0 it gives me an error

That is because you mistook SPOFS for SPSET.

*SPCHR

It is SPSET because the sprite hasn't been create at any point yet. SPCHR would generate an error without SPSET called prior.

Discostew

Switch Friend Code: SW-6473-2521-3817

LeviCelJir

Discostew wrote:

LeviCelJir wrote:

Discostew wrote:

Petitlife935 wrote:

ok, so ever where i put SPOFS 0,199,0,0,0,0 it gives me an error

That is because you mistook SPOFS for SPSET.

*SPCHR

It is SPSET because the sprite hasn't been create at any point yet. SPCHR would generate an error without SPSET called prior.

I was assuming he would of put that before

Hi I'm Levi and I like Bloopys :^)

Petitlife935

im still confused where and how would i p:
SPOFS

Petitlife935

LeviCelJir

Petitlife935 wrote:

im still confused where and how would i p:
SPOFS

SPOFS ID,X,Y

Hi I'm Levi and I like Bloopys :^)

Arn0ld

I use spofs for sprite "cutscenes" but it works for moving sprites

Botw > OoT

boot

k @bigdog00, thx, cant wait. but can i have the QRs for the newest version? cant find it. does the one thts coming out hav the guest account and stuff? i just nee the current newest ver QRs. Also, wut happened to ur youtube?

Just your average talking boot. FC: 0791-4881-1672 for Smash and Pokemon.

Mariominer

Okay, I think I may be able to post something I won't get wrong-BASIC functions. Technically, BASIC doesn't support functions. But using GOSUB and strict variables, it's possible. Set up code to do this:
@MyFunction
PRINT "Variable A: "A
RETURN
This is our 'Function'. If we set up more code, we can use it.
A=5:GOSUB @MyFunction
This code should output:
Variable A: 5
Sorry if I'm wrong, but returning is also VERY strict.
@MYFUNC
A=A-5/A
RETURN
A=5:GOSUB @MYFUNC
PRINT A
This code outputs 4. Sorry If I get any of this wrong (Because I have a long history of doing so!)

Like a boss? Please, I AM a boss. You're welcome

mystman12

Kind of getting back into this... I've made a few improvements to my game, Infinite Office, (Centered the screen, and moved each charger value so that it sits next to the corresponding charger) and I've thought of a (hopefully) good way to make less complicated enemy AI, where the movement will be mostly random, but they'll charge at you if you get in their line of sight. I have a page for it on the Wiki if you want to check it out.

I like makin' games!
Future Pinball games!
Petit Computer games!!
and SmileBASIC games!
Waiting for Kirby Air Ride 2. One day, it will come. One day...

X:

bigdog00

boot wrote:

k @bigdog00, thx, cant wait. but can i have the QRs for the newest version? cant find it. does the one thts coming out hav the guest account and stuff? i just nee the current newest ver QRs. Also, wut happened to ur youtube?

My sister posted a bunch of stuff on it. I will release the qr's now.

I like petit computer! Asphault 3d is awesome!

X:

Johnathan_L

which OS is better... JOS or CINCOS?

Johnathan_L

Gimmemorecoinz

Collision problems using @Discostew's large map scrolling system.
Perhaps someone who's familiar with it, maybe even Discostew himself could help me.
The full code is posted here.
I'm using a linear array for collision called CDATA.
The tile number corresponding to what would be a tile index in the map array returns a value (0 or 1)
IF it's 0 you can walk through it, otherwise, a collision takes place. Which in this system I made is just the negation of movement. Instead of moving first, checking for a collision, and then reversing the step if a collision was found. Much simpler.

So yeah, The tiles I'm using are native ptc 8X8 tiles.
Nothing fancy.
It scrolls like zelda.
I just need help fixing the collision problems, some of which involve me being able to move THROUGH the fence item.
If the CHR and COL files are needed, or the full QRS , I can post them.

Anyone who is willing to try to help me is appreciated greatly. oh by the way, you may want to start digging around line 127 that's about where the collision routine starts. The collision routine is INTEGRATED into button input. So look for the IF BT== statements.
I'm using LEFT RIGHT UP AND DOWN to mark the tile number, before a collision check, or what would be the tile number, each time.
Thanks so much. Also.. for some reason the sprite doesn't FULLY collide with tiles without Vsync.. i know that helps SPSET but Vsync 1 really slows down my engine (too much)
Some advice to speed it up would be nice.

that is all. If i can just get the collision for solid tiles working PROPERLY, then I can move onto making this thing distributable and turn it into a fully working engine.

The full source code that is friendly and readable is posted here:
http://pastebin.com/U6tKu2Fm

[Edited by Gimmemorecoinz]

Got a project? PM ME on here!
Youtube: lostkitty64x
Want help with coding? PM ME! PM ME PM ME!! XD
FC: WIll post later.
Systems I own: ds lite, 3DS, PC/gaming, steam platform. I play alot of games. Just ask ! Minecraft anyone? :D

mystman12

I've been kind of curious about waveforms... How they work and what they're used for? I was wondering if it could be possible to somehow use them to create voices, even if they're as bad as say, Pole Position. Anyone who can tell me?

I like makin' games!
Future Pinball games!
Petit Computer games!!
and SmileBASIC games!
Waiting for Kirby Air Ride 2. One day, it will come. One day...

X:

mystman12

I need a little help... I'm almost finished with my enemy AI, but I need help with one thing that I can't figure out. Basically, I have a variable (which is ROD - RObot Direction) used to tell the enemies which direction to go. If it's 1, the robot goes up, 2 = right, 3 = down, and 4 = left. Now, at the moment the AI is programmed so that if the robot hits a wall, it just randomly selects a new direction, which works, but not well. Sometimes (especially in corners) it will choose a direction that makes it move into a wall, and so it will just sit there until it chooses a direction it can move, and sometimes it will just turn around and start going in the opposite direction it was going in. Anyways, I have an idea of how to fix this, but I'm not sure how to program it. When it hits a wall, I want it to start with all four directions as possible choices, then eliminate the ones that would move into a wall or go in the opposite direction. So let's say it's walking left, and walks into the the upper left corner. First I would want the program to say "Okay, here are all four directions, 1,2,3,and 4. Well, there's a wall above the robot and to its left, so I need to eliminate 1 and 4, and it was walking left, so I'll eliminate right, which is 2. That leaves 3 as the only option left, so the robot should go down." Or, if it walks into a wall on the left, it would eliminate 4 (left, bcause there's a wall there) and 2 (right, because that would turn it around) and then randomly chooses 3 or 1. (Up or down) Now, I know how to do the path checking, and how to tell which direction would turn it around, but what I need to know is how to actually start with the four possibilities eliminate some of them, and then have the game randomly choose one of the remaining choices. At the moment the only method I can think of is programming IF's for every possible situation, but there's no way I'm doing that unless it's the only way.

[Edited by mystman12]

I like makin' games!
Future Pinball games!
Petit Computer games!!
and SmileBASIC games!
Waiting for Kirby Air Ride 2. One day, it will come. One day...

X:

damolii

mystman12 wrote:

I've been kind of curious about waveforms... How they work and what they're used for? I was wondering if it could be possible to somehow use them to create voices, even if they're as bad as say, Pole Position. Anyone who can tell me?

Waveforms is basically the sound frequency emitted from a specific kind of electric current (That's what I think, anyway). It would be near impossible to make "voices" with waveforms, for you can't mimic many phonetic sounds (i.e the sounds for y, g, h are just a few examples). The sheer basicness of the waveforms is really what hinders you though...

Well, it seems like Petit Computer is dying, so I think I'll just take my leave, folks... Bye.

I don't have a 3DS so what do I put here? -Damolii

mystman12

@damolii You might want to check out the Petit Computer Wiki, things still seem very active over there. There's even a live chat and I see people on there all the time. I'm still sad to see this thread dying, though.

I like makin' games!
Future Pinball games!
Petit Computer games!!
and SmileBASIC games!
Waiting for Kirby Air Ride 2. One day, it will come. One day...

X:

GraphicGenius

Ok, here's what happened to me:
I left this forum for a while,
Came back, but for 2 posts,
Now I'm back for sure, but I forgot everything I knew in SmileBASIC.
This stinks. Can someone please start helping me with this language?

If Facebook, Myspace, Twitter, Instagram, and Snapchat were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy & paste this into your signature and hope it happens. Wait was that just a joke?

Discostew

I'm sorry about the lack of progress updates regarding MM2PTC. I haven't worked on it for the past 2 weeks because of numerous things happening in my life, but don't worry, it'll continue in due time.

Discostew

Switch Friend Code: SW-6473-2521-3817

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