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Realm Development Thread

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the_squat1115Created:
**A NOTE TO THE PEOPLE** Realm will be moved to SB4. Reason: SB3 is dying and everyone is moving now, so I guess I need to redo the game with the SB3 prototype assets. Even SB4 is more powerful so I guess making the game on SB3 will not be worthy. **UPDATE** New discussion page: https://new.smilebasicsource.com/discussions/1555 Now with Discord! https://discord.gg/7PRq592 Hi there, I’ve finally decided to reincarnate the ill-fainted “Metaverse” Project into a new Zelda-style gameplay with high-quality sprites... Progress of the game: 5%(?) What I've done (along my Dev. Team): Main Map (50% complete?) Bag System (0% complete, supposed to be done on the touch-screen.) Battle System (0% complete, I don't know how to make real-time battles so...) Title Screen (100% complete.) Sprites (53% complete, I guess I will add more of them.) Environmental Advantage (0% complete, same as Battle System...) UPDATE: The game has been completely redone to polish it more, and some new, polished, and not-so-complex sprites made by thou_fatGAMER12 are available on the game! Also new title screen thanks to thou_fatGAMER12 If you want to join developing the game, feel free to ask me on the thread! Dev Team: the_squat1115 (Owner, Sprite Developer and Coding) rando (Boss designer, can give suggestions) thou_fatGAMER12 (New sprites, new logotype/title screen and Sprite Developer) Last updated: Thursday 2/4/2020 18:14 P.M.

UPDATE: Added new map (WIP)

Legend says if you look in the reflection of the picture above you can see the Angry Video Game Nerd

Legend says if you look in the reflection of the picture above you can see the Angry Video Game Nerd
Good joke but please dont make offtopic things on here Otherwise Yolkai will lock it

Legend says if you look in the reflection of the picture above you can see the Angry Video Game Nerd
Good joke but please dont make offtopic things on here Otherwise Yolkai will lock it
K by the way the game looks cool Or should I say sprites oop

Thanks :)
Or should I say sprites oop
OOP? You mean, sprite developer?

I mean i guess if you can consistently makes sprites as good as those

Well, the logo took me like 1 and a half hour, and the character (Named Subaru) and it’s early expressions took me the same time took me with the logo, and the Robot Boss (Named Yandere-Bot) took me half-hour so, yes, I can’t make them consistently, because I was practicing a lot to make those.

—A NOTICE TO THE PEOPLE— Dark Dungeon will be renamed to “Realm”. Reason: I needed more originality :p

UPDATE: Well, I’ve been not posting updates of the game because I’m stuck with this: Error: Subscript out of range in 0:47 Code (credit to rando for the map generator):
DEF MAPREAD V1'Read map data
 RESTORE”@MAP_0”+STR$(V1)
 FOR I#=0 TO LEN(BGTABLE)-1
  READ BGTABLE[I#]
 NEXT
 FOR I#=0 TO LEN(MAP$)-1
  READ MAP$[I#]
 NEXT
END

DEF MAPRENDER
 FOR I#=0 TO LEN(MAP$)-1
  FOR J#=0 TO LEN(MAP$[I#])-1
   BGPUT 0,J#,I#,BGTABLE[(ASC(MID$(MAP$[I#],J#,1)))-48]
  NEXT
 NEXT
END
I still can’t understand whats going on, so I guess you can give me a hand. P.S: Now searching Sprite Developers and Story Developers

UPDATE: Well, I’ve been not posting updates of the game because I’m stuck with this: Error: Subscript out of range in 0:47 Code (credit to rando for the map generator):
DEF MAPREAD V1'Read map data
 RESTORE”@MAP_0”+STR$(V1)
 FOR I#=0 TO LEN(BGTABLE)-1
  READ BGTABLE[I#]
 NEXT
 FOR I#=0 TO LEN(MAP$)-1
  READ MAP$[I#]
 NEXT
END

DEF MAPRENDER
 FOR I#=0 TO LEN(MAP$)-1
  FOR J#=0 TO LEN(MAP$[I#])-1
   BGPUT 0,J#,I#,BGTABLE[(ASC(MID$(MAP$[I#],J#,1)))-48]
  NEXT
 NEXT
END
I still can’t understand whats going on, so I guess you can give me a hand. P.S: Now searching Sprite Developers and Story Developers
How big is your BGTABLE and what characters are you putting in your maps?

Well, my BGTABLE has a length of 10, but using the only ASCII characters 3, 5, 4, 7, 6, 8, and 9. The rest are unused. EDIT: Removed all unused BG tiles. EDIT 2: New order: Using ASCII characters 1, 2, 3, 4, 5, 6, and 7.

Well, my BGTABLE has a length of 10, but using the only ASCII characters 3, 5, 4, 7, 6, 8, and 9. The rest are unused. EDIT: Removed all unused BG tiles. EDIT 2: New order: Using ASCII characters 1, 2, 3, 4, 5, 6, and 7.
So you removed the characters not 0-9? Does it work or not with this?

So you removed the characters not 0-9? Does it work or not with this?
Still, it does not work.

Which line is line 47? Is it the BGPUT line? Is one of your map lines too long, or using a character not in the lookup table? Is the BG layer sized to be the correct size? Try breaking up the indexing for the bgput line into several lines, it might help pinpoint the problem.

Which line is line 47? Is it the BGPUT line?
Yes it is

I believe that it's a BGSCREEN issue. Make sure you set your BGSCREEN to 127x127 tiles.

Make sure you set your BGSCREEN to 127x127 tiles.
I’ll see if thats the problem :) EDIT: Well... I put the BGSCREEN 0,127,127 command you wanted, but I have the same error... And there it is, the BGSCREEN 0,127,127 acting like it isn’t responding...

Wait a second... You made MAP$ too small. Your map has 14 rows but MAP$ only has 13 elements. Also it looks like it renders most of the map before the error comes out. Try getting I# and J# to find where it stops in the FOR loops. Then you can do some extra-precise testing.

I’ll see if that helps.