LoginLogin
Nintendo shutting down 3DS + Wii U online services, see our post

random production

Root / General / [.]

randoCreated:
none yet, stuff has been going on like Celestrium, and you dont have to do anything to stay in the group. it is just to help with games, which there are none being worked on, and maybe help other peoples understanding of smilebasic.
What do you mean by “stuff has been going on like Celestrium”? You aren’t currently helping Picy with anything in the game that I know of.
actually, ive done a bit of the work, like wood sprites, and ive made a few demos to test(none worked)

Just tell me what I can do to help and the help is yours!

Just tell me what I can do to help and the help is yours!

Just tell me what I can do to help and the help is yours!
u posted twice. Also if you can help me understand bg collision that would be good.

Use BGGET. Here is an example(if the character is in the center):
'here are the things that are needed for sprite & BG collision
'This works assuming the origin of the sprite is the center:
VAR SPEED
VAR UP, DOWN, LEFT, RIGHT 'to get tile to the left, right top, and bottom of the character
WHILE 1
 'only check if any buttons on the D-Pad are pressed
VAR W2 = SPRITE WIDTH / 2
VAR H2 = SPRITE HEIGHT / 2
LEFT = BGGET(LAYER, ORIGIN_X - W2, ORIGIN_Y, 1)
RIGHT = BGGET(LAYER, ORIGIN_X + W2,ORIGIN_Y, 1)
UP = BGGET(LAYER, ORIGIN_X, ORIGIN_Y - H2, 1)
DOWN = BGGET(LAYER, ORIGIN_X, ORIGIN_Y + H2, 1)
' if statements using UP, DOWN, LEFT, RIGHT



 'DRAWING STUFF(LIKE SPSET, BGLOAD, ETC)




WEND
I will make a tutorial program for you. I will post it in this thread.

Use BGGET. Here is an example(if the character is in the center):
'here are the things that are needed for sprite & BG collision
'This works assuming the origin of the sprite is the center:
VAR SPEED
VAR UP, DOWN, LEFT, RIGHT 'to get tile to the left, right top, and bottom of the character
WHILE 1
 'only check if any buttons on the D-Pad are pressed
VAR W2 = SPRITE WIDTH / 2
VAR H2 = SPRITE HEIGHT / 2
LEFT = BGGET(LAYER, ORIGIN_X - W2, ORIGIN_Y, 1)
RIGHT = BGGET(LAYER, ORIGIN_X + W2,ORIGIN_Y, 1)
UP = BGGET(LAYER, ORIGIN_X, ORIGIN_Y - H2, 1)
DOWN = BGGET(LAYER, ORIGIN_X, ORIGIN_Y + H2, 1)
' if statements using UP, DOWN, LEFT, RIGHT



 'DRAWING STUFF(LIKE SPSET, BGLOAD, ETC)




WEND
I will make a tutorial program for you. I will post it in this thread.
ok

Does that help? BGGET gets BG at a specific point. Make 4 of them on the top, left, bottom, right of the sprite If you are using it on more than one sprite, then use a loop.(FOR LOOP)

Does that help? BGGET gets BG at a specific point. Make 4 of them on the top, left, bottom, right of the sprite If you are using it on more than one sprite, then use a loop.(FOR LOOP)
I prefer while loops, and i havnt tried it yet.

Does that help? BGGET gets BG at a specific point. Make 4 of them on the top, left, bottom, right of the sprite If you are using it on more than one sprite, then use a loop.(FOR LOOP)
I prefer while loops, and i havnt tried it yet.
While WHILE loops allow for nearly unlimited customization of variable changes, FOR loops do the simple stuff builtin. So, please use FOR loops if you can do it without a crazy formula (unless you’re 12me21 :v ) Readability for Simplicity - FOR Readability for Complexity - WHILE

Does that help? BGGET gets BG at a specific point. Make 4 of them on the top, left, bottom, right of the sprite If you are using it on more than one sprite, then use a loop.(FOR LOOP)
I prefer while loops, and i havnt tried it yet.
While WHILE loops allow for nearly unlimited customization of variable changes, FOR loops do the simple stuff builtin. So, please use FOR loops if you can do it without a crazy formula (unless you’re 12me21 :v ) Readability for Simplicity - FOR Readability for Complexity - WHILE
I use while loops.

I am working on a language called BASQUICK. It's going to (hopefully) be Object Oriented. It has these commands:
REF'For referencing variables and string variables
EXECUTE' For executing code no matter what it is(it can get values of equations.)
new ' Create a new object. Copies data from the given command to an array(the array is the "object")
Here is the syntax:
REF("string")
EXECUTE"string"
DIM ARRAY[0]
NEW "COMMAND", ARRAY ' Will execute COMMAND and do operations to the array.