Bomberman SB development thread
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TarudahatCreated:
I mean the sprite position on the Sprite map, and then grap the sprite under it, to the right, and to the bottom right. The. Display all of them and you have a 32*32 sprite(ish). yaayy... I think there is actually a way to grab a sprite use more width with the same function as the grab by map position, but I'm not sure. I haven't been coding on SmileBASIC for awhile.Well yes that's a ok idea I guess
I have another idea called Air Raid. It's based off of one of the modes in Bomberman Blast for Wii where you dodge the bombs while running and using a shield, and to be the last player standing as a winner. Players can use revenge carts on this one.
SPDEF So in case you don't know how SPDEF works (which is what you seem to imply), there are a few arguments. Sprite number is the first argument, what you want to set, like how SPRITE 0 is preset as a strawberry, etc.. U,V are the next 2 arguments. They are treated as X,Y positions on the graphic sprite screen, usually GRP4 unless SPPAGE is used. It's basically the top corner position of the sprite. W,H are the next 2 arguments. It's how big you want the sprite to be. For most presets, it's usually 16,16. If you want 32x32 sprites, you would put 32,32 for these. Then there is the origin x,y. The origin is the center of the sprite. That's about the easiest way to explain that. If you want to do it for every sprite, I am sorry. That's kinda hard to make. You would either need an SPDEF for every single sprite you want to change, or some sort of FOR loop system. Either works, the FOR loop is easier.I mean the sprite position on the Sprite map, and then grap the sprite under it, to the right, and to the bottom right. The. Display all of them and you have a 32*32 sprite(ish). yaayy... I think there is actually a way to grab a sprite use more width with the same function as the grab by map position, but I'm not sure. I haven't been coding on SmileBASIC for awhile.Well yes that's a ok idea I guess
Yeah I tryed it with a FOR loop but I didn't get it to work, oh well guess ill try it again later. |progress update| |new minigame |SPDEF So in case you don't know how SPDEF works (which is what you seem to imply), there are a few arguments. Sprite number is the first argument, what you want to set, like how SPRITE 0 is preset as a strawberry, etc.. U,V are the next 2 arguments. They are treated as X,Y positions on the graphic sprite screen, usually GRP4 unless SPPAGE is used. It's basically the top corner position of the sprite. W,H are the next 2 arguments. It's how big you want the sprite to be. For most presets, it's usually 16,16. If you want 32x32 sprites, you would put 32,32 for these. Then there is the origin x,y. The origin is the center of the sprite. That's about the easiest way to explain that. If you want to do it for every sprite, I am sorry. That's kinda hard to make. You would either need an SPDEF for every single sprite you want to change, or some sort of FOR loop system. Either works, the FOR loop is easier.I mean the sprite position on the Sprite map, and then grap the sprite under it, to the right, and to the bottom right. The. Display all of them and you have a 32*32 sprite(ish). yaayy... I think there is actually a way to grab a sprite use more width with the same function as the grab by map position, but I'm not sure. I haven't been coding on SmileBASIC for awhile.Well yes that's a ok idea I guess
Help needed!!! I started making the minigame collection but I'm already stuck. Could anyone make something that use's SPDEF so that it makes every sprite 32x32 (example if I doIs this the sort of thing you were looking for?SPSET 0, 1the sprite displayed for definition number1is 16x16, but I want it to be 32x32 for all definition numbers.) Sorry if I'm a little unclear. But hopefully somebody can help. (I could hard code it but that would take 251 lines of code, 251 is the max amount of games it can have icons for)
OPTION STRICT VAR MAX_W = 512 'Width of the sprite page VAR MAX_H = 512 'Height of the sprite page VAR SPRITE_W = 32 'Desired width of each sprite VAR SPRITE_H = 32 'Desired height of each sprite VAR I = 0, J = 0, NUM = 0, DONE = FALSE CLS WHILE DONE == FALSE SPDEF NUM, I, J, SPRITE_W, SPRITE_H, 0, 0, 1 NUM = NUM + 1 I = I + SPRITE_W IF I >= MAX_W THEN I = 0 J = J +SPRITE_H IF J >= MAX_H THEN DONE = TRUE ENDIF ENDIF WEND 'Test it out. VAR ID ID = RND(NUM) 'Random number between 0 and NUM - 1 where NUM is the final count of sprites defined. SPSET 0, ID 'Just hard coding it to sprite 0, use whatever number you fancy. SPOFS 0, 184, 104 'Place it in the center of the 400x240 screen PRINT "SPRITE DEFINITION ID = " + STR$(ID) END
A massive thank you seggiepants. (I even named the function after you.)Help needed!!! I started making the minigame collection but I'm already stuck. Could anyone make something that use's SPDEF so that it makes every sprite 32x32 (example if I doIs this the sort of thing you were looking for?SPSET 0, 1the sprite displayed for definition number1is 16x16, but I want it to be 32x32 for all definition numbers.) Sorry if I'm a little unclear. But hopefully somebody can help. (I could hard code it but that would take 251 lines of code, 251 is the max amount of games it can have icons for)OPTION STRICT VAR MAX_W = 512 'Width of the sprite page VAR MAX_H = 512 'Height of the sprite page VAR SPRITE_W = 32 'Desired width of each sprite VAR SPRITE_H = 32 'Desired height of each sprite VAR I = 0, J = 0, NUM = 0, DONE = FALSE CLS WHILE DONE == FALSE SPDEF NUM, I, J, SPRITE_W, SPRITE_H, 0, 0, 1 NUM = NUM + 1 I = I + SPRITE_W IF I >= MAX_W THEN I = 0 J = J +SPRITE_H IF J >= MAX_H THEN DONE = TRUE ENDIF ENDIF WEND 'Test it out. VAR ID ID = RND(NUM) 'Random number between 0 and NUM - 1 where NUM is the final count of sprites defined. SPSET 0, ID 'Just hard coding it to sprite 0, use whatever number you fancy. SPOFS 0, 184, 104 'Place it in the center of the 400x240 screen PRINT "SPRITE DEFINITION ID = " + STR$(ID) END
I like it! 😍
I guess for my minigame submission, I am making some sort of somewhat text-based squid tower defense. I'm saying somewhat, because I am drawing text characters on the graphic screen, not console. But it'll be interesting, because of 8x8 tiles, instead of the 16x16 tiles I would normally approach.and maybe already have Yay!
Oh also, I'm not editing the sprite sheep sheet or anything. Just the fonts, which I will reset when the player hits the quit button.
I guess for my minigame submission, I am making some sort of somewhat text-based squid tower defense. I'm saying somewhat, because I am drawing text characters on the graphic screen, not console. But it'll be interesting, because of 8x8 tiles, instead of the 16x16 tiles I would normally approach.and maybe already have Yay! Oh also, I'm not editing the spriteSounds really cool ill be waiting with the first release till your done. Also you can make a Icon for your game the icon size is 64x64 (you can just make a different GRP for the icon if there isn't already a GRP called ICONS_ )sheepsheet or anything. Just the fonts, which I will reset when the player hits the quit button.
Hey y'all. It's been a couple of months since Super Bomber Blast is cancelled. Well, I'm fixing the game, adding stuff to it, and making this game possible! I'm also changing some of the stuff in the game, such as changing from Custom Mode to Multiplayer Mode. I'm starting to learn the BASIC coding language now. Anyways, when I release Super Bomber Blast, I hope you liked it. 😊
Hey y'all. It's been a couple of months since Super Bomber Blast is cancelled. Well, I'm fixing the game, adding stuff to it, and making this game possible! I'm also changing some of the stuff in the game, such as changing from Custom Mode to Multiplayer Mode. I'm starting to learn the BASIC coding language now. Anyways, when I release Super Bomber Blast, I hope you liked it. 😊Please don't try to fix SBB it's to big of a mess the only thing that's still ok to work form is the STORY_2_FIX or whatever it was called (aka start from scratch and use the story_2_fix to work of of)