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-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|516|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> Nintendo Gaming -> SmileBASIC4/Petit Switch

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Sun, 26 Apr 2020, 08:00
AndyH
Yea, no restrictions

I have made some progress. Better stop for lunch. I have a spaceship zooming around the screen with a inertia style movement (like asteroids) and bouncing off the screen edges.

facebook video: www.facebook.com/andy.ovine/posts/3355999217761722

I initially got caught out by ACLS which I was calling after xscreen. Note to self - don't do that! (resets the screen size to a default)

-=-=-
Andy H
8-bit games at www.hewco.uk
Cartoons at awful.ovine.net
Ovine at ovine.net
Sun, 26 Apr 2020, 08:18
Jayenkai
Weee, floaty

Yeah, ACLS does more or less what NEW does, except it leaves your code intact.
It also cleans out your spritesheet, too, so watch for that.
Call it once at the top, then avoid at all costs!

GCLS for the Graphics layer, SPCLS for the sprites, and just CLS for the text layer.

-=-=-
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Mon, 27 Apr 2020, 12:47
Jayenkai
How goes the super-fun-creativity, all?
Tue, 28 Apr 2020, 01:14
AndyH
My floaty is more floaty now Need to add some baddies in to shoot now. Anyone else having a Smile?

-=-=-
Andy H
8-bit games at www.hewco.uk
Cartoons at awful.ovine.net
Ovine at ovine.net
Tue, 28 Apr 2020, 12:55
AndyH
Have you used SPCOL and SPHITSP? Seems to have problems, possibly.

If I use SPHOME to set the centre of the sprites, the SPHITSP does not take this into account.

I was hoping collisions would be pixel perfect but it is rectangular overlapping. There is a parameter taking in a 32 bit number for a mask but no idea what these 32 bits are supposed to represent?

What have you done for collisions? Created your own tests?

www.facebook.com/andy.ovine/videos/3361706290524348/

-=-=-
Andy H
8-bit games at www.hewco.uk
Cartoons at awful.ovine.net
Ovine at ovine.net
Tue, 28 Apr 2020, 13:39
AndyH
Hmmm ok, The mask is simply another filter to include or exclude a collision check. $H10000000 and $HF0000000 masks on different objects will cause a collision. $H10000000 and $H00F00000 will not. The two numbers bits are AND'd together and if the result is 0 then no collision test is done. So not helpful for improving the collision precision of anything like that. Guess I will have to do a distance check or something to get a nicer hit box and something that will work.

BTW this is my set up code ...

spset 0, 0
sphome 0, 8,8
spcol 0, 1 ' tried 1 and 0 for this

spset 1,1
sphome 1, 8,8
spcol 1, 1


then

if sphitsp(0, 1,100) then print "HIT" ' assume I am checking collisions for sprites 1 to 100 with sprite 0 - but same if just a one-on-one check etc

-=-=-
Andy H
8-bit games at www.hewco.uk
Cartoons at awful.ovine.net
Ovine at ovine.net
Tue, 28 Apr 2020, 13:52
AndyH
Found the culprit.

I'm using SPANIM to animate the sprite frames. SPANIM 1, "I", 3,2, 3,3, 3,4, 0 ' delay 3 for each frame, displaying frames 2,3,4 and looping infinitely.

I know SPANIM can be used to animate positions, scale, rotation and other things too, so I guess even though I only ask for the sprite frames to be changed, it is reseting the others to their defaults - maybe.

Take SPANIM out and the collision boxes are correct at least.

-=-=-
Andy H
8-bit games at www.hewco.uk
Cartoons at awful.ovine.net
Ovine at ovine.net
Tue, 28 Apr 2020, 14:13
Jayenkai
Haven't used Anims at all, and have only used inbuilt collisions when I wrote my tutorials in the past few weeks!

SPDef, Set, Color, Rot, Scale..
I draw it all, per frame.
I have a rather unoptimised "DrawImg" command that splats "sprites" onto the screen, then at the end of the frame, it cleans out anything beyond that.
Messy as hell.

But it copes admirably!

For collisions, I'm sticking with bounding boxes and the like.

-=-=-
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Thu, 30 Apr 2020, 05:08
Jayenkai
SmileBASIC has been temporarily removed from the eShop.. omg!!!

Apparently something to do with the rating. Should be back soon.

Maybe the ratings board realised you could draw a cock in the image editor, or something??!

-=-=-
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Thu, 30 Apr 2020, 12:53

 
Jayenkai
Created : 30 April 2020
Edited : 30 April 2020
System : Switch
Language : SmileBASIC

New Ropes for Old Stars

Would you like to swing for a Star - 454YNA33J

Screenshots
 

454YNA33J


New Ropes for Old Stars.
Swing your way through the cavern, trying to gather up all of the stars before your incredibly short 45 second time limit runs out.
Be quick.
Be crafty.
Be swingy!


View on YouTube

 
Thu, 14 May 2020, 07:49

 
Jayenkai
Created : 14 May 2020
Edited : 14 May 2020
System : Switch
Language : SmileBASIC

Space Clusters

Shoot away the baddies, but watch out for the debris!

Screenshots
 

4V3S8NDXF


A good old fashioned shoot-em-up, with a couple of powerups to boot.
This is a redux of previous Space Clusters games, but with the added benefit of powerups.
There's also a two player mode in there, too!


View on YouTube

 
Thu, 14 May 2020, 07:53

 
Jayenkai
Created : 14 May 2020
Edited : 14 May 2020
System : Switch
Language : SmileBASIC

Poke 5,n

Poke the tiles to win the level!

Screenshots
 

4N3X833SY


Poke five of the tiles, so that the play grid ends up being identical to the target grid.
A simple enough puzzle with baffling complexity as the game progresses.


View on YouTube

 
Sun, 24 May 2020, 07:21
Jayenkai
... anyone made anything, yet?
Sun, 24 May 2020, 09:46
rockford
LOL!

|edit| I just made a cup of tea. Does that count?
Sun, 24 May 2020, 13:19
Jayenkai
Epic!!
Tue, 16 Jun 2020, 15:22
Jayenkai
Those that missed it, before the whole "review/removal" issue, will be happy to know it should be back on Thursday (18th)

-=-=-
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Tue, 16 Jun 2020, 19:10
rockford
Eh? What happened? SB4 removed temporarily?
Wed, 17 Jun 2020, 03:13
Jayenkai
Something happened at the ratings board. Apparently it was something like...
One of the included games should've boosted the age rating up a teensy bit.
If the game were "you have to download it" it wouldn't have changed the rating, but because it was included, the rating should've been higher, but the rating board hadn't originally included it, and then got a bit shirty once they realised.

Quite frankly, it's a dumb reason.. but SB4s been unavailable to buy new, for the past few weeks.

(Or, as I keep telling people.. somebody realised you could type Print "My giant nob", so they took it down!!)

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Wed, 17 Jun 2020, 22:08
rockford
LOL.

Reminds me of the drawing/messaging app on the DS - everyone kjust used it to send knob pics to every other DS!
Thu, 24 Sep 2020, 15:42
Jayenkai

View on YouTube

4NKANNJEF

Help Greenie find his floppy disks!

-=-=-
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Wed, 30 Sep 2020, 16:12
Jayenkai
Doing too many things at once, this week, in that "Nothing's actually getting done" sort of way.
Still, at least I managed to get an update for the above HERO clone done. (Same SBKey)

Since the game gives you infinite TNT (I wasn't sure the rock-generation was stable enough to limit the TNT!) I've instead made the laser-eye-shooty thing a limited "overheat" thing.
It's balanced the game up quite a lot!
I'm now trying to rewrite the game for Browsercade, so look out for that in a few days, if I ever get to do it in amongst having to write something else in SmileBASIC, and I've also not done an ALChoon for this week, either.
Arrgh, giving myself too much to do, again!!

-=-=-
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Thu, 23 Sep 2021, 03:17
Jayenkai
In a recent tweet, Notohoho suggests that

a stand-alone sales environment for Smile BASIC works has also been set up. Expand program slots and graphic pages by blocking subs and UI. Operation check is OK on Windows. Nintendo Switch developer registration is required to use. I wonder if I can tell you the details in the near future ...[/url]

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