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There's no camera access either so you can't import QRs that way, but I did see a PC app for converting them. The BASIC dialect in Petitcom Mk2 isn't totally compatible with this version's though, so you'd have to do a little work porting stuff if you want to run older programs.
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# ? Oct 22, 2015 18:32 |
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# ? May 14, 2024 12:57 |
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homeless snail posted:Lunar Saviors, yeah, that one is kind of cool, if maybe a little boring. i did a little research and found a very conclusive tutorial for making MCK/MML music written by fairly notable chiptune artist Nullsleep. If anyone else is interested in possibly making tunes with smilebasic, it seems pretty useful and not too difficult to understand. http://www.nullsleep.com/treasure/mck_guide/
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# ? Oct 22, 2015 20:19 |
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Would anyone be interested in a super casual one week, I hesitate to call it game jam, but make some half assed spooky games before next Saturday, Halloween kind of thing? Don't even know how many people actually have this thing, but I think running some events to keep people motivated/interested in SmileBASIC could be cool.
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# ? Oct 23, 2015 22:15 |
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Yeah sure I'll make some spooky garbage
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# ? Oct 24, 2015 01:28 |
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I bought it but I'm still stumbling around with the basics. I want to get good with this thing though.
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# ? Oct 24, 2015 17:02 |
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So I'm trying to display stuff on the bottom screen using XSCREEN 4 but whenever I try and test it out the keyboard still takes up the whole second screen. Is there any way around this? There must be, right?
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# ? Oct 24, 2015 20:25 |
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Evil Eagle posted:So I'm trying to display stuff on the bottom screen using XSCREEN 4 but whenever I try and test it out the keyboard still takes up the whole second screen. Is there any way around this? There must be, right?
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# ? Oct 24, 2015 21:26 |
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I'm just drawing boxes right now, but here's what my code looks like.
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# ? Oct 24, 2015 21:41 |
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Oh, the program is finishing and it's exiting back out to direct mode, add a loop at the end like this to make it waitcode:
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# ? Oct 24, 2015 21:51 |
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Yep, I thought about that just now. Thanks for the loop, it's a lot less messy than the one I just made.
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# ? Oct 24, 2015 21:52 |
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Does anyone know how to get the touhou game to start? It's just sitting at a black and white screen with a message in Japanese. Any recommendations for more shooters that aren't in the OP would be good too e: is it sad that I'm considering buying a circle pad pro just for strawberry storm? that's how starved for shooters the 3ds is d0s fucked around with this message at 23:12 on Oct 24, 2015 |
# ? Oct 24, 2015 23:08 |
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d0s posted:e: is it sad that I'm considering buying a circle pad pro just for strawberry storm? that's how starved for shooters the 3ds is You can actually play it with the touch screen, which isn't as good as a second stick yeah but it's a thing you can do.
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# ? Oct 24, 2015 23:54 |
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Evil Eagle posted:I bought it but I'm still stumbling around with the basics. I want to get good with this thing though. This is me. The petit professor that was posted earlier is pretty good though.
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# ? Oct 25, 2015 02:54 |
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I'm loving this program, and I can't wait for the Wii U version and keyboard support I've been using another retro game dev IDE for a few months now to make simple games (pico-8) but this will be great for those long bus rides to and from work.
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# ? Oct 25, 2015 07:13 |
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I moved on from boxes and now I've got a menu that I can move up and down on the bottom screen. I'm learning as I go so it took like 12 loops for a 4 option menu, but I'm sure I'll learn to simplify it later. edit: I'm proud of this ugly, unfinished menu. can't wait to code all day on my day off tomorrow. Evil Eagle fucked around with this message at 16:46 on Oct 25, 2015 |
# ? Oct 25, 2015 16:37 |
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Here's another fun-looking game - "Shriken Runner", a 3D shooting gallery with stylus controls: https://twitter.com/bucchigiri/status/564415622080393217 VKANNP4X
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# ? Oct 27, 2015 01:49 |
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Please please PLEASE notify us when a European release date is announced. I just know I'd give up on it and completely miss it otherwise.
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# ? Oct 27, 2015 05:00 |
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New Puchicom? I really thought this was never coming out over here. The new features are all pretty rad, though having to pay to use the cloud to share programs is prettt lame. I'm totally down for this spooky jam.
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# ? Oct 27, 2015 19:51 |
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You don't have to pay to upload/download from the cloud, the "gold" subscription just increases your upload cap. The standard cap will be adequate for most people.
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# ? Oct 27, 2015 22:33 |
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Oh, I totally misunderstood. That's great.
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# ? Oct 27, 2015 22:38 |
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Yeah, the free storage is 10 slots @ 4MB a slot iirc, which is plenty for most projects. GRP pages are a couple hundred KB at most, so you'd have to have a lot of graphics or PCM audio samples or something to hit that limit. Also the subscription is only a buck a month, 80 cents if you go for 6 months at a time, which is insanely reasonable I think.
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# ? Oct 27, 2015 22:45 |
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Yeah, that's not bad at all. I just had a lovely kneejerk reaction in this day and age of microtransactions.
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# ? Oct 27, 2015 22:51 |
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It's not out in Europe yet but I thought I'd prepare by having a quick look through the instruction list. I remember seeing this quote, emphasis mine."gamasutra posted:TK: Currently, we are developing a new Petitcom (SmileBASIC) for the 3DS. This software allows you to easily implement the stereoscopic camera, touch panel, and sensors with BASIC commands, making it possible to create 2D games in BASIC that are on the level of a Super Famicom or PlayStation game. But looking through the instruction list I couldn't see anything camera related. Did I miss something or is it just not in there? I was hoping to make a gameboy camera type game.
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# ? Oct 28, 2015 00:23 |
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Nintendo's touchy about letting developers mix camera functions with user-generated content, I believe.
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# ? Oct 28, 2015 00:28 |
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There's nothing in the reference document about accessing the camera, sorry.
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# ? Oct 28, 2015 00:34 |
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PaletteSwappedNinja posted:Nintendo's touchy about letting developers mix camera functions with user-generated content, I believe.
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# ? Oct 28, 2015 00:37 |
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PaletteSwappedNinja posted:Nintendo's touchy about letting developers mix camera functions with user-generated content, I believe. Potsticker posted:There's nothing in the reference document about accessing the camera, sorry. Dang , thanks for the answer.
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# ? Oct 28, 2015 00:54 |
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Do pointers exist in this version of basic?
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# ? Oct 28, 2015 00:59 |
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Music Theory posted:Do pointers exist in this version of basic?
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# ? Oct 28, 2015 01:09 |
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Got spooky ghosts with rudimentary ai and chasing a player character. So far this seems much easier to program on the device than the last version.homeless snail posted:RIP Swapnote. The day the 3DS died.
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# ? Oct 28, 2015 02:14 |
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Having a couple issues capturing button presses cleanly. Here's an approximation of the loop I'm working with: code:
Using Wait 1 instead of Vsync seems to work smoother, since Wait updates at the next screen update while Vsync waits for a whole loop of an update to pass, at least as far as I can tell from the documentation. I was using Button(1), but somehow after i came back after futzing around with looking at old stuff I did in Petite Computer, it no longer reads the repeat inputs. I double checked the options menu to make sure nothing accidently got flipped there. It had a bit of trouble anyway always reading a secondary press if another button was being held down. Button(0) almost works, but it's even worse when trying to read multiple button presses. (for example trying to shoot a gun while moving around) The only other thing I can think of to do at this point is to read the joystick instead for movement, but I feel like either I'm missing something(like reading an array-- Oops, nevermind I'm super dumb. I'm not accounting for when B has a value which is a combination of button presses. That's why the button values are the way they are instead of being sequential numbers. As a real, but kind of related question: Is there really no switch statement? I can live without it, but it's a bit of a pain.
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# ? Oct 28, 2015 08:15 |
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Looks like you can usecode:
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# ? Oct 28, 2015 08:26 |
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Dang, that works perfectly now. Silky smooth all around. Thanks a bunch!
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# ? Oct 28, 2015 08:43 |
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Potsticker posted:As a real, but kind of related question: Is there really no switch statement? I can live without it, but it's a bit of a pain.
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# ? Oct 28, 2015 09:18 |
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Someone wrote a program that acts as a switch replacement. No idea how useful it is. It's on the U.S.wiki.
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# ? Oct 28, 2015 12:17 |
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I'm still very new to this but I spent the last few days coding a bottom screen menu, check it out here. QK4KV4JS I definitely need to clean up my code (and actually learn how to utilize strings) if I want to actually use this for anything but I am definitely satisfied with my current progress. This tool is really fun to use.
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# ? Oct 28, 2015 18:39 |
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Here's something cool (that I stole from the GAF SmileBASIC thread), its a spooky Halloween maze game running on a basic raycasting engine. The engine is included as a library too and the API is pretty simple, so it might be something fun to mess around with. QK4N3PZF (this also reminds me that I'm way behind schedule on my own halloween project oh no) homeless snail fucked around with this message at 07:27 on Oct 30, 2015 |
# ? Oct 30, 2015 07:24 |
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Hey, that looks really neat! As for my own spookyjam game, it's coming along okay, but I didn't have any time to work on it today except for checking to see how precise checking background tiles was. (even if there's like an 8x16 block of transparent pixels, the entire 16x16 tile will return as existing) Mostly all that's left is loading stages at this point as something that will take some significant time, and then it should just be all polishing graphics and refactoring all the clunky thrown together code. Various questions I haven't looked into too hard yet: Is there a way to shut off BGM if the user quits via select, start or the botton screen keyboard? Maybe some sort of label or function that's called as the program closes so you can clean up the screen and everything? Can you change the Z value of background layers? I'd like to make the walls of the stage stick out past the player in 3D. How do you take screenshots? Is there a way to just save them in the program itself, or even code in saving a dump of the screen?
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# ? Oct 30, 2015 08:07 |
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Potsticker posted:Various questions I haven't looked into too hard yet: BG layers, you can set the Z coordinate with BGOFS. Easiest way to take screenshots is to make a Miiverse post. You could conceivably blit the BG layers and sprites into GRP if you needed it in a usable format though, but there's no built in functionality to do that.
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# ? Oct 30, 2015 08:45 |
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# ? May 14, 2024 12:57 |
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Oh, miiverse for screenshots. Totally forgot about that functionality. Thanks.
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# ? Oct 30, 2015 08:48 |