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Potsticker
Jan 14, 2006


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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Potsticker
Jan 14, 2006


Oh, I totally misunderstood. That's great.

Potsticker
Jan 14, 2006


Yeah, that's not bad at all. I just had a lovely kneejerk reaction in this day and age of microtransactions.

Potsticker
Jan 14, 2006


There's nothing in the reference document about accessing the camera, sorry.

Potsticker
Jan 14, 2006


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. :negative:

Potsticker
Jan 14, 2006


Having a couple issues capturing button presses cleanly.

Here's an approximation of the loop I'm working with:
code:

While 1
B=Button(0)
...
If B == 1 Then ...
...
Wait 1
Wend

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.

Potsticker
Jan 14, 2006


Dang, that works perfectly now. Silky smooth all around. Thanks a bunch!

Potsticker
Jan 14, 2006


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?

Potsticker
Jan 14, 2006


Oh, miiverse for screenshots. Totally forgot about that functionality. Thanks.

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Potsticker
Jan 14, 2006



How disappointing.

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