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BASICTALE

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BASICTALE is a project I worked on to help me learn Lowerdash a year ago, and I also did this small thing because of how terrible somebody else did it when it could be easily done better. Have fun! Btw, there is an unfinished 0.2.0 version included, but you can't even fight or anything because that just freezes the game lol. It has the convenience of showing all of the included files and being able to select them, but I personally got bored of this project.

Instructions:

How to start a fight:

There is a dialog that appears that asks for a *.SB file, just input one of the files without writing the .SB extension. - Samples include: EX.SB

Making a fight:

Add basic player and enemy data

The program uses a DICT program to parse the files inside of the *.SB files, there are two that are defined in the program and each field should be pretty self-explanatory.
@HUMAN ' PLAYER DATA
DATA "NAME", "FRISK"
DATA "HP, "99"
DATA "LV", "20" ' LEVEL
DATA "" ' ENDS DICT

@MONSTER ' ENEMY DATA
DATA "NAME", "SKELETON",
'// THE NEXT 2 DONT MATTER
DATA "ATK", "10"
DATA "DEF", "10"
'//
DATA "HP", "2000"
DATA "ACT", "CHECK*TALK" ' ACT OPTIONS SEPARATED BY ASTERISKS
DATA "WAVES", "6" ' WAVES, AS IN, ENEMY FIGHT SEQUENCES I GUESS
DATA "TEXT", "*IT IS THE END." ' TEXT DISPLAYED IN TEXT BOX, SEPARATED BY ASTERISKS
DATA "SPBASE", "1398" ' SPRITE INDEX
DATA "SPANIM", "15,1398,15,1399" ' SPRITE INDEX ANIMATION, DATA SEPARATED BY COMMAS
DATA "" ' ENDS DICT

Making waves/enemy sequences

You should have a command for every WAVE that you defined in the MONSTER data. Like, if you set WAVES to 2, you'd do the following: DEF MONSTER_WAVE0000 C% OUT L%, T%:END DEF MONSTER_WAVE0001 C% OUT L%, T%:END

Parameters of the command

C%: Internal timer, to help with doing sequences like trigonometric calculations for doing wonderful things. L%: Length of the sequence in frames. T%: How long till the WAVE command should be called again in frames.

Here is how to create a bullet in the form of an example:

DEF MONSTER_WAVE0000 C% OUT L%, T%
 ' SPAWN PLACE OF THE BULLET
 VAR STARTX% = 0, STARTY% = C% MOD 240
 ' END DESTINATION OF THE BULLET
 VAR ENDX% = 400, ENDY% = STARTY%
 ' SPEED THAT THE BULLET REACHES THE DESTINATION IN FRAMES
 VAR SPEED% = ABS(ENDX% - STARTX%) * 2
 BATTLE__WAVE_BULLET STARTX%, STARTY%, ENDX%, ENDY%, SPEED%
 l% = 360 ' LENGTH OF SEQUENCE IN FRAMES
 T% = 1 ' NUMBER OF FRAMES BEFORE MONSTER_WAVE0000 IS CALLED AGAIN
END

Adding BGM

It's simply as easy as adding @BGM somewhere in the file and then the MML in a data string below it, if you are defining it at the beginning of a file, remember that you can stop the MML from parsing by putting a 0 as a data input. Example of BGM in action:
@BGM
DATA "T500L16:0[CDEFG]:1[GFEDC]"
DATA 0

Notes:

we now have screenshots

UNDERDASH

Nice reference to the development site

Ooh! You noticed! ♡

Yeah. I used to be on there (but I got banned for a year by doing basically nothing lol, my dev website account will be reinstated soon tho.)

Yay~

And by soon I mean in 3 months or so

D:

? Why does it not work I really wanted to try this :( ?

It say Type mismatch in 0:544 rip's I really wanted to try this

Replying to:Tarudahat
It say Type mismatch in 0:544 rip's I really wanted to try this
version 0.2 doesn't work and sparing and using items doesn't work

Replying to:Tarudahat
It say Type mismatch in 0:544 rip's I really wanted to try this
version 0.1.0 doesn't work

Replying to:Tarudahat
It say Type mismatch in 0:544 rip's I really wanted to try this
no version works

Here is a fun battle Key: QDN3ZXC3 And pls if you want this battle to look better then replace the SP file (in the folder of basic tale) with Key:WJNNH3L4

Sry I cant edit my posts bc. Im on a phone but edit: Here is a fun battle Key:WJNNH3L4 And pls if you want this battle to look better then replace the SP file (in the folder of basic tale) with Key: 1D533WNE

yo i was literally just starting on doing a port of the entire game and just now saw this. the work you have here is definitely interesting, but not quite entirely faithful. otherwise, so far so good. i’ll definitely look into this code at some point.

Replying to:LeminWedj
yo i was literally just starting on doing a port of the entire game and just now saw this. the work you have here is definitely interesting, but not quite entirely faithful. otherwise, so far so good. i’ll definitely look into this code at some point.
Ah yes, I don't really plan on working on this anymore and only really updated it to fix a bug that SB3.5 caused that broke this program completely. This more serves as a POC for what this could be.

This is cool

now we have screenshots lol

this is cool! any games use this?

Replying to:Imasheep
this is cool! any games use this?
I would recommend not using this as a part of your game, you technically can but it isn't made to be part of another game.