i might need a playtester once i get attacks 1 and 2 done and at least 1 enemy functional because if i make it myself i don't really have the highest sense of quality. also i need to figure out how to make quitting the game work because i can get it to pause and un-pause but trying to quit does absolutely diddly.
Enter the Ring
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Quitting the game is easily done with STOP. END would do a similar thing, but it doesn't work inside functions.
Actually, I just came up with a really cool thing for you. Try this:
DEF A IF B2 AND #Y && !FADE() THEN FADE #BLACK,60 IF FADE()==#BLACK THEN ACLS:STOP END '(Then inside your main loop...) @LOOP VSYNC A GOTO @LOOPWhen you press Y, the game will fade out and once the screen is completely faded out, it ends the game. By the way, I keep putting my code inside functions, but if it confuses you, you can definitely just place all of your code in the main loop.
ok so i tried that but it's just telling me there's an undefined label which i don't get because i 100% did define it. this exact same issue happened last time i tried this so i just canned it until now but now i wanna get it done and functional so i really need some help with this.Ah, then can't you do something like this?i'm gonna get on that.@LOOP VSYNC IF BUTTON(2)AND #Y GOTO @GAMEOVER GOTO @LOOP @GAMEOVER 'Do your scene here END
lemme see your code btw I'll be a playtester.ok so i tried that but it's just telling me there's an undefined label which i don't get because i 100% did define it. this exact same issue happened last time i tried this so i just canned it until now but now i wanna get it done and functional so i really need some help with this.Ah, then can't you do something like this?i'm gonna get on that.@LOOP VSYNC IF BUTTON(2)AND #Y GOTO @GAMEOVER GOTO @LOOP @GAMEOVER 'Do your scene here END
lemme see your codeok so b pauses the game and when it's paused it checks to see if any button is pressed and if that button happens to be b it will do this:
IF BUTTON()==#B THEN GOTO @QUITit stops working immediately upon pausing because that label is in the pause loop and that probably means i need to have it wait a quick second before un-pausing or quitting is allowed so that there's time to release the b button. and if that worked it would proceed to do this (it's not finished yet, i need the previous to work first):
@QUIT SCENE=RND(1,1) IF SCENE==1 THEN GOTO @DETH1and @deth1 is just one the few scenes that could play out upon quitting, nothing too special yet. i don't know if there's something outside of what i showed you that's messing this up or what's up with it.
btw I'll be a playtester.also that will be very helpful if needed so thanks.
I was about to say something, but thanks to random_god's involvement I just realized that you can't use GOTO inside functions... Yeah, functions can be annoying sometimes.
I have two ideas to solve this. One idea would be to replace the PAUSE function with @PAUSE
'In your main loop IF BUTTON(2) AND #B GOTO @PAUSE 'At the end of your code @PAUSE CLS ?"Paused" ?"Press X to continue" REPEAT VSYNC IF BUTTON(2) AND #B GOTO @QUIT UNTIL BUTTON(2) AND #X GOTO @LOOPFor beginners, this will work. The other option is to replace @QUIT with another function
'In your PAUSE function IF BUTTON() AND #B THEN QUIT 'At the end of your code DEF QUIT SCENE=RND(1,1) IF SCENE==1 THEN 'Your death scene ENDIF STOP END
For controls, SPOFS is the most convenient. For enemy movements/cutscenes, SPANIM is very useful.well while that does mean a solid bit of animation is gonna just not appear in the game, i suppose convenience is better in this case (especially for me because all this work i've been doing has taken a very small toll on my general self).
2 thing i have to say: 1) well i've worked like a week maybe or something on this game and so far i have a title screen, one animation for an attack (2 if you count the single frame used for defending), a pause and quit function, and one of the few random scenes that would play out upon quitting. good progress i'd say. and 2) after hearing the banger soundtrack in super bearland, i think i wanna try to make some music myself (but if it's really not good at all i'll just revert to the preset music). so i'm gonna need some pointers, as per usual when i post in this thread.
2 thing i have to say: 1) well i've worked like a week maybe or something on this game and so far i have a title screen, one animation for an attack (2 if you count the single frame used for defending), a pause and quit function, and one of the few random scenes that would play out upon quitting. good progress i'd say. and 2) after hearing the banger soundtrack in super bearland, i think i wanna try to make some music myself (but if it's really not good at all i'll just revert to the preset music). so i'm gonna need some pointers, as per usual when i post in this thread.Well, you could use RWIIUG0129's music. It's really good. I could send you the file. Or I could try to make music. I know how MML works. I'm just not a very good music composer. I prefer to play music lol