Space-Restriction Challenge QSP Phase Ends on March 26!
Resources for SmileBASIC
Category: Advanced Tutorials
An Extensive Tutorial on RPG Movement using Sprite to Map Collision
Explains how to make basic RPG movement in medium detail
The ultimate Circle Pad tutorial.
Want to use the circle pad? Everything is explained here.
Performance and the Cache
Often when people are trying to optimize code, they think very deeply about the logic of their c...
SPANIM guide for smart idiots
Parameter Type Checking
Function parameters in SmileBASIC are not type-checked - a parameter can have any type, regardle...
How to save map data into a TXT file
How to Create a simple 3D Model in Blender and import it into Sim.3D on SmileBasic
Create a 3D model in Blender then use it in Sim.3D.
Using Sprites as Stateful Entities
Improve your code by wrapping state into your sprites!
Simple Bullet Tutorial
How to make a simple game with bullets.
Imagine you have a 440 Hz tone playing at the same time a 500 Hz and a 490 Hz not...
Using DATA to improve your program (Debug; Code readability; and more)
How to use DATA to optimize your sourcecode, and save time on future edits.
How-To: Sine Text Scroller
Learn to be a 90s demoscene developer!
Storing data into a graphics page
Have you ever considered saving data into a pixel's color, but never understood what magical com...
How to record sounds from the 3DS MIC
Learn how to use the MIC to record a sound and play it!
Display a Sprite
Here are my notes on how to display an animated sprite.
'enables use of the touch sc...
Diamond Square Noise and Plasma Effect
Noise generation and an application
SmileBASIC will automatically optimize parts of expressions that use numerical constants and ope...
Simple TOUCH Sprite Collision Tutorial
In this tutorial we will be creating a multi-functional TOUCH based sprite collision sys...
SUBST$ replacement using [ ]
string$[I] == MID$(string$,I,1)string$[I]=replace$ == string$=SUBST$(string$,I,1,replace$)
Showing sprite hitboxes
An easy method to draw sprite hitboxes.