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3DS/New 3DS NA: $10, Not America: Who Cares BASIC programming thing on 3DS, sequel to Petit Computer, blah blah blah you know if you want this already. It has online sharing now so you don't have to scan a million QR codes to share programs, its more powerful due to being on 3DS (and supposedly 3x even more powerful on New 3DS), the API is improved, the editor is a little better, in my professional opinion It Is Good. Buy SmileBASIC, pretend like you're going to make stuff, post stuff itt, thanks for reading, here's a video of some stuff that won a contest earlier this year: https://www.youtube.com/watch?v=Z68vwBvXbOg&t=42s COOL STUFF: (sickest poo poo indicated with 💩) 💩73C4H39J - FM2K by yunomi, arcade style game about jumping on enemy's heads with perspective effect. Oogiri first prize winner. LACYV3JJ - Kusakari by kuni, 3D lawnmowing game. Oogiri president's prize winner. A3W4384E - PLANE2 by SatoshiMcCloud, Star Fox looking cave flyer game (NKA8QPR1 for wireframe version). Oogiri tech prize winner. YKAKXX3Y - Yuki no Reindeer by suu, cute winter themed running game with mode7-esque effect. Oogiri art prize winner. 💩EB2XEEKV - Strawberry Storm Striker by yunomi, dual joystick shooter with shades of Time Pilot + anime art XRV43KKE - Onkan Heaven by Gameth, musical pitch testing game, cute art EADXY3KJ - Puchi Touhou by ika, its Touhou V3NEW3A4 - Alpaca by Gameth, Alpaca VK4NED31 - Nekohime00 by Nekohime, compilation of a couple games, featuring remake of the best PTC game, Hi-Jump Johnny 💩S323D3 - Splashting by PetitPetit, Time Crisis/Gears of War cover shooter 💩4D2X3KQV - Dead Heat Racing by PetitPetit, top down drift racing game R33V8KV - The Drive by PetitPetit, its Outrun 💩N3A5E3L3 - Arcanum Stone by hiraiyukio, insanely well made fighting game 💩JD2EE2QV - Solid Gunner, shmup officially developed by Smileboom w/ graphics from 8bit Fanatics, the people behind 1001 Spikes 4RK3J4B3 - Celeste by obono, platformer 533YE3RJ - Jintrich by hiraiyukio, Splatoon-esque territory control game KK34XR3 - Red Glasses by yunomi, cool paint application R4DYQ3G4 - Safari Dash by nekohachi, retro arcade game kind of like City Connection I guess? 4DEDXXZ3 - Maidfly by kiyo, its a shmup JE2EVEHE - Meteor Storm by otemoto stinger, its Asteroids QK3EREZD - INVADER GAME by nicotakuya. its Space Invaders XKA3XPDF - Death March by nekohachi, lightning rod simulation QK483EJF - Volleyball by rikisuke, volleyball 💩735YW3L4 - GIVERS P3D by bugtaro, 3D polygonal shooter (help me find cool stuff) PLACES TO FIND COOL STUFF Japanese Spreadsheet Japanese wiki Japanese Miiverse English Miiverse Search google/youtube/twitter for "プチコン", "petitcom", or "sbkey" STUFF FOR MAKING STUFF: Instruction reference Manual Japanese Wiki Weirdo English Wiki Petit Modem - For transferring files PetitEditor - Web based code editor homeless snail fucked around with this message at 13:54 on Jan 2, 2016 |
# ¿ Oct 16, 2015 02:30 |
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# ¿ May 14, 2024 20:17 |
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Vengarr posted:Actually I have never heard of this before and am mildly intrigued, do you think you could put something in the OP that describes it? Thanks e: Oh you meant SmileBASIC. Its just a BASIC programming environment that mildly mimics 80s microcomputers, such as the Commdore or MSX.
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# ¿ Oct 16, 2015 02:56 |
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The Kreayshawn game was NOT made in Smilebasic
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# ¿ Oct 16, 2015 03:57 |
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With keyboard support!! They also just announced the 4th oogiri, submission period starts today and ends January 3rd. The main theme is "Ninja", but this year they are also accepting entries in the "useful gadgets" category, and a free-for-all open division. The winners' programs will show up in an issue of Petitcom Magazine and receive royalties from that, and there are some consolation prizes too, I think they sent out stickers last year. More info: http://smilebasic.com/en/ogiri4/ Finally, if you tried to buy Petitcom Gold before and couldn't, its fixed now. e: Its $1/month, or $5 for 6 months, for 10x more upload slots and 5x bigger size limit per slot. Pollyanna posted:I might be kind of confused on where I save things like spritesheets, MML tracks, and libraries. Are these all defined as giant blocks of DATA in a single program? Or is there some sort of tool I should be using? homeless snail fucked around with this message at 07:39 on Oct 17, 2015 |
# ¿ Oct 17, 2015 07:34 |
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Oh I missed some other announcements from the fan meeting: Solid Gunner, the headlining game of Petitcom Magazine vol 1 developed by Smileboom with graphics from the 1001 Spikes people is publicly available now: JD2EE2QV In the upcoming 3.3 update they're going to start selling DLC modules, the first set includes an "IP Catalog Collaboration" with Namco-Bandai and is a collection of sprite sheets from old Namco arcade games for a buck or two a pop, and by the wording of the press release is specifically not coming overseas due to licensing issues? The other module is the "Advanced Sound Unit" and includes FFT, biquad filtering, and streaming audio support and is $5. You'll have to buy the modules to run programs that use them which kinda sucks IMO, but at least now you can turn your DS into a guitar pedal if you really want to. The press release also has some more details on Petitcom BIG: its compatible with the 3DS version, but will also have additional Wii U-only functionality, such as a 800x480 display mode, 1024x1024 GRP pages, and wiimote/controller support, and its scheduled for spring of 2016 in Japan.
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# ¿ Oct 17, 2015 09:19 |
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I can't get over how insane Arcanum Stone is for a Petitcom game, its at least as good as some doujin fighting games I've played on PC, some of the characters have some really interesting movesets. I was trying to find some other stuff that guy's done and ran into this, its a WIP of a weird top-down Splatoon kind of thing SKEX32HE There's an updated version of AS in there too, not sure what's different other than text being moved to an external file.
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# ¿ Oct 17, 2015 15:03 |
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Sofia Coppola_OD_ posted:i bought this basically exclusively for that arcanum lil sprite fighter, i dont think i will ever do any coding but i'm gonna check a lot of cool stuff out and maybe try to make music with it
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# ¿ Oct 20, 2015 22:19 |
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gmq posted:So, is there a way to write the files on a computer instead of using the 3DS touchscreen?
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# ¿ Oct 20, 2015 23:59 |
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Lunar Saviors, yeah, that one is kind of cool, if maybe a little boring. Really you probably don't need a sequencer, writing MML directly is almost as easy. Check out Solid Gunner for what well-formatted MML can look like, and read the SmileBASIC MML reference. You can also bring it up by typing MML into the editor and then hitting the help button. e: Actually Solid Gunner's MML is a lot messier than I remember, I must have been thinking of something else. PaletteSwappedNinja posted:Here's an English key for Petitcity, a Sim City clone: (chrome won't let me c/p the JP wiki link so search "投稿プログラム: PetitCity ver1.0 都市開発ゲーム" for pics) homeless snail fucked around with this message at 16:58 on Oct 21, 2015 |
# ¿ Oct 21, 2015 16:39 |
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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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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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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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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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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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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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Music Theory posted:Do pointers exist in this version of basic?
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# ¿ Oct 28, 2015 01:09 |
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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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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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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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I ran into a frustrating change from PTC2 to 3 that's holding up my halloproject. In 2 BG layers would wrap around when you scrolled off the edge and I'm pretty sure it implicitly took BG coordinates as modulo to the size of the layer. In 3 you just scroll off into the void and if you want long scrolling you have to manage it yourself. So I have to refactor a bunch of code that I stupidly wrote expecting the old functionality. I guess Novembers can be spooky too. Also I stumbled into a cool undocumented feature, when you assign an array to another array, it actually just makes another reference to the same data rather than doing a full copy. Seems like its reference counted too so it'll garbage collect an array once all references to it have been released.
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# ¿ Nov 1, 2015 01:16 |
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Hi hello (bump). Nothing really exciting going on right now. If anyone is working on a submission for the Oogiri remember you have about a month left, so get cracking. Here's some of the latest stuff I found KK34XR3 - Red Glasses by yunomi, cool paint application R4DYQ3G4 - Safari Dash by nekohachi, retro arcade game kind of like City Connection I guess? 4DEDXXZ3 - Maidfly by kiyo, its a shmup JE2EVEHE - Meteor Storm by otemoto stinger, its Asteroids QK3EREZD - INVADER GAME by nicotakuya. its Space Invaders XKA3XPDF - Death March by nekohachi, lightning rod simulation
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# ¿ Dec 4, 2015 23:12 |
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BiggerJ posted:Has there been any news on a European version?
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# ¿ Dec 31, 2015 04:21 |
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Man I should have already posted my 3D stuff cause it kind of sucks in comparison to his.
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# ¿ Jan 1, 2016 13:42 |
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Type NEW to clear out the program slots, it doesn't clear them automatically so as to make it easier to read the source for whatever you ran last. You have to use LOAD and SAVE from the command line to manage files inside the project. Graphics are the same way, running the Smile Tool doesn't disturb the graphics pages that are currently in memory, so you can inspect/edit graphics for the program that you've run last. If you want a totally blank sprite sheet you'll just have to paint over the default and save it. The keyboard on the Smile Tool might not have a colon, but you don't need it. I'm guessing you saw something like LOAD "GRP0:SPRITES" in the sample programs, but the GRP0: isn't part of the filename, that is the region of memory that you're telling the LOAD/SAVE functions to read/write to. Smile Tool already knows that you're dealing with whatever GRP page you happen to have selected in the tool, so you just need to type the filename after the colon. The best total beginner's guide is the electronic manual that you get to from the 3DS home screen, it covers just about everything on the architecture of the system including how files and projects work. Also the help button is context sensitive so if you type a command and hit help it will pop up some documentation for it.
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# ¿ Jan 18, 2016 03:00 |
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It isn't possible with mode 4, because as you say the top screen is brought down to the same width as the bottom. You'll have to use modes 2/3 and manually implement whatever spanning you want to do rather than have one big framebuffer.
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# ¿ Mar 7, 2016 10:27 |
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This game is dope, aircraft carrier landing simulator CACQ33L4
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# ¿ Mar 15, 2016 00:12 |
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Yeah, they've made some PC game tools here and there, I just don't know if anyone actually uses them or not, but I guess they must sell if they keep making them. Their last one actually looked like a fairly cool IDE if you wanted to make HTML5 or mobile games. Also back in the XNA days they had a tool for making Xbox Indie games that was published by Enterbrain in their tsukuru line alongside RPG Maker/etc.
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# ¿ Mar 17, 2016 00:34 |
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https://twitter.com/smilebasic_com/status/714631865697574915
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# ¿ Mar 29, 2016 03:15 |
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3.3.0 is out, here's the patchnotes: http://smilebasic.com/en/knownissues/ Handful of new instructions and cool new overloads for existing ones that seem pretty useful (MILLISEC!!), but this is mostly about the Sound Processing Unit DLC which is $5.
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# ¿ Apr 27, 2016 03:13 |
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RIP SmileBASIC https://twitter.com/smilebasic_com/status/752650706532782080
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# ¿ Jul 14, 2016 00:12 |
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# ¿ May 14, 2024 20:17 |
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Hi its time for your quarterly SmileBASIC thread bump okay here it is (thanks2PSN), Petitcom BIG (The Wii U version!!) is coming out in Japan next week: https://twitter.com/notohoho/status/806318407536689152 The Japanese website also updated just now here are the differences (there aren't many):
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# ¿ Dec 7, 2016 03:49 |