New to Smilebasic, but wondering how to make a counting program where it would print each individual number, like if it would count for nearly forever.
New to Smilebasic, but wondering how to make a counting program
legofordmnCreated:
Never mind, figured out how to do that. However, is there a way a variable could be a specific line of code? If so, could you give me an example to use?
What have you tried?
Its seems you are realy new. So welcome to Smilebasic :-)
I thoght, that your problem is that each variable is printing in a new line. You have to "refresh" the Display. Try to use command CLS to fix this.
(Don't forget VSYNC for maximum Speed or setting Frame-rate)
Ok, thank you guys for responding so quickly. However, I have a new problem. I am trying to make Minecraft for the 3DS a reality, and I made a super flat world with a purple block sitting on the grass what I want to do is make an effect where if you press up on the d-pad, the player will walk forward making the block get bigger and bigger as it moves toward it. Can you guys give me some tips on how to do something similar to this?
โ 989Yttria Head Admin Are those programs ported to Smilebasic?
I'd recommend gradually gaining toward the goal of a 3-D Minecraft clone. Moving from a counting program to 3D rendering and movement would be like learning how to throw a ball, and then playing in the NFL the next day; it's just not.. practical. It'd be much better if you had some practice first.
Some things you might want to try to get some hands-on experience with SB:
Learn how to use GCIRCLE and all of the other graphics commands so you can draw shapes to the screen, then figure out how to add color to them, etc.
Figure out how to use the D-pad for moving a sprite across the screen, and find ways to add sound effects (BEEP command) and music (BGMPLAY command) into it.
There are many tutorials on here that explain just about everything related to SB, so if you have trouble figuring out a specific command, try searching for a thread with the same question before asking on another thread.
SIM.3D: https://smilebasicsource.com/page?pid=1053 P3D: https://twitter.com/Bug_taro/status/973903845838413826Don't forget Raycaster
I have a hard time seeing anyone completely new to programming being able to understand any of those... EH http://smilebasicsource.com/page?pid=50 this is the game Spooky Maze, but it also has the Raycaster library included.
Ok, sorry if I am annoying you guys with problems, but I just want to figure out coding. Anywho, how do you save your programs to Smilebasic? As in, what statement do I use to save my programs?
Ok, how do you make a text scroll intro, if you know what I mean, because if I type in, PRINT, it will just print out the entire text at once, and I don't want it to do that, so do see what I am trying to get at here?
Is this the sort of thing you are after? Remember you need to animate things, and that requires a game loop. You could put in a pause between print statements more easily but that doesn't let you animate or do other things in-between print statements. Please give this a read and let me know if you have any questions. Since you went from number counting to minecraft with nothing in between I assume you should have a lot of questions.
OPTION STRICT 'MAKE ME DECLARE VARIABLES 'VARIABLE DECLARATIONS VAR CHAR_W = 8, CHAR_H = 8 'FAKE CONSTANTS VAR SCREEN_W = 400, SCREEN_H = 240 VAR END_FLAG$ = "@" VAR I, X, Y, DX 'REGULAR VARIABLES VAR LINE$ VAR MESSAGE$[0] VAR QUIT_FLAG 'READ THE TEXT TO SCROLL, AND 'SAVE IT IN A HANDY ARRAY, ONE 'ENTRY PER LINE RESTORE @SCROLL_TEXT READ LINE$ WHILE LINE$ != END_FLAG$ PUSH MESSAGE$, LINE$ READ LINE$ WEND 'DRAW A NICE DARK BACKGROUND 'JUST TO SHOW OFF DOING OTHER 'THINGS WHILE THE TEXT SCROLLS SETUP_BG 'EXIT EARLY IF SET TO TRUE QUIT_FLAG = FALSE 'SETUP VARIABLES X = 0 DX = 1 Y = SCREEN_H - 1 'START AT BOTTOM OF SCREEN GPRIO -255 'PUT DRAWING IN FRONT 'GAME LOOP 'EXIT WHEN WE FINISH SCROLLING OR THE 'USER HITS THE EXIT BUTTON WHILE (Y >= -1 * (LEN(MESSAGE$) * CHAR_H * 2)) AND QUIT_FLAG == FALSE 'CLEAR THE SCREEN TO TRANSPARENT GFILL 0, 0, SCREEN_W - 1, SCREEN_H - 1, 0 'WRITE OUT THE TEXT BASED ON OUR SCROLL 'POSITION FOR I = 0 TO LEN(MESSAGE$) - 1 CENTER_PRINT MESSAGE$[I], Y + (I * CHAR_H * 2) NEXT I 'SET UP THE NEXT ANIMATION FRAME Y = Y - 1 X = (X + DX) IF X < 0 THEN X = 0 DX = 1 ELSEIF X >= SCREEN_W THEN X = SCREEN_W - 1 DX = -1 ENDIF 'MOVE THE BACKGROUND LAYER TO PROVE 'WE CAN DO MULTIPLE THINGS AND AREN'T 'BLOCKING BGOFS 0, X, 0 'WAIT FOR THE SCREEN TO REFESH VSYNC 'SEE IF WE NEED TO EXIT EARLY IF (BUTTON(3) AND #B) != 0 THEN QUIT_FLAG = TRUE ENDIF WEND END 'DRAW A LINE OF TEXT ON THE SCREEN CENTERED 'AND AT THE DESIRED Y-COORDINATE DEF CENTER_PRINT VALUE$, Y VAR X 'EXIT EARLY IF OFFSCREEN IF Y >= SCREEN_H OR (Y + CHAR_H) < 0 THEN RETURN ENDIF 'FLOOR ROUNDS DOWN X = FLOOR((SCREEN_W - (LEN(VALUE$) * CHAR_W)) / 2) GPUTCHR X, Y, VALUE$, #WHITE END 'SETUP OUR BACKGROUND WE WILL BE SCROLLING DEF SETUP_BG VAR TILE_SIZE = 16, TILE = 571 'BLUE BLOCK VAR COLS = (SCREEN_W / TILE_SIZE) * 2 VAR ROWS = (SCREEN_H / TILE_SIZE) ACLS BGSCREEN 0, COLS, ROWS BGFILL 0, 0, 0, COLS, ROWS, TILE END 'THE TEXT TO SCROLL 'STOP READING WHEN WE GET "@" @SCROLL_TEXT DATA "It was the best of times," DATA "it was the worst of times," DATA "it was the age of wisdom" DATA "it was the age of foolishness," DATA "it was the epoch of belief," DATA "it was the epoch of incredulity," DATA "it was the season of Light," DATA "it was the season of Darkness," DATA "it was the spring of hope," DATA "it was the winter of despair," DATA "we had everything before us," DATA "we had nothing before us," DATA "we were all going direct to Heaven," DATA "we were all going direct the other way" DATA "-- in short, the period was so far" DATA "like the present period, that some of" DATA "its noisiest authorities insisted on" DATA "its being received," DATA "for good or evil," DATA "in the superlative degree" DATA "of comparison only" DATA "@"
Is there a color eyedropper technique or something similar when you are designing textures, maps, etc.