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RHillFake

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Everything posted by RHillFake

  1. RHillFake

    Gravity

    I have a gravity(ish) command in my game, but it is way to fast. Any body have any idea how to make it slower without affecting the regular movement? rem Gravity if !joy0up && !collision(player0,playfield) then player0y = player0y + 1 : m = 3 rem Regular movement controls if joy0up && !collision(player0,playfield) then player0y = player0y - 1 : m = 1 if joy0left && !collision(player0,playfield) then player0x = player0x - 1 : m = 2 if joy0down && !collision(player0,playfield) then player0y = player0y + 1 : m = 3 if joy0right && !collision(player0,playfield) then player0x = player0x + 1 : m = 4
  2. Thanks a ton! I spent a whole week trying to figure out what was wrong before I asked and it was so simple.
  3. I am having trouble making my game. You are supposed to avoid the playfield and land on the blue block in my game but the second level player does not move. I made some example code. set tv ntsc set romsize 4k set kernel_options no_blank_lines intro pfclear playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X..............................X X..XXXXX..XXXX...XXX..XXXXX....X X....X....X.....X.......X......X X....X....XXX....XXX....X......X X....X....X.........X...X......X X....X....XXXXX.XXXX....X..X...X X..............................X X..............................X X..............................X XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end title COLUBK = $C2 COLUPF = $F0 player0x=125:player0y=50 player1x=35:player1y=50 drawscreen if joy0fire || joy1fire then goto skiptitle goto title skiptitle playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end COLUBK = $AE COLUPF = $08 m = 0 main if collision(player1,player0) then COLUBK=$0E if collision(player0,player1) then goto level2 COLUP1 = $80 COLUP0 = $40 COLUPF = $08 if f=00 then f=0 if g=00 then g=0 player0: %11111111 %11111111 %11111111 %11111111 %11111111 %11111111 %11111111 %11111111 end player1: %11111111 %11111111 %11111111 %11111111 %00000000 %00000000 %00000000 %00000000 end checkfire skip draw drawscreen if m = 1 && collision(player0,playfield) then player0y = player0y + 1 : goto intro if m = 2 && collision(player0,playfield) then player0x = player0x + 1 : goto intro if m = 3 && collision(player0,playfield) then player0y = player0y - 1 : goto intro if m = 4 && collision(player0,playfield) then player0x = player0x - 1: goto intro if joy0up && !collision(player0,playfield) then player0y = player0y - 1 : m = 1 : goto skipmove if joy0left && !collision(player0,playfield) then player0x = player0x - 1 : REFP0 = 8 : m = 2 : goto skipmove if joy0down && !collision(player0,playfield) then player0y = player0y + 1 : m = 3 : goto skipmove if joy0right && !collision(player0,playfield) then player0x = player0x + 1 : m = 4 : REFP0 = 0 : goto skipmove skipmove goto main level2 drawscreen2 pfclear playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X X..............................X XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end COLUBK = $5A main2 COLUP1 = $AE COLUP0 = $1C COLUPF = $08 player0: %10011001 %10011001 %10011001 %11111111 %11111111 %00011000 %00011000 %00011000 end player0x=35:player0y=50 player1x=125:player1y=50 if f=00 then f=0 if g=00 then g=0 checkfire2 skip2 draw2 drawscreen if m = 1 && collision(player0,playfield) then player0y = player0y + 1 : goto level2 if m = 2 && collision(player0,playfield) then player0x = player0x + 1 : goto level2 if m = 3 && collision(player0,playfield) then player0y = player0y - 1 : goto level2 if m = 4 && collision(player0,playfield) then player0x = player0x - 1: goto level2 if joy0up && !collision(player0,playfield) then player0y = player0y - 1 : m = 1 : goto main2 if joy0left && !collision(player0,playfield) then player0x = player0x - 1 : REFP0 = 8 : m = 2 : goto main2 if joy0down && !collision(player0,playfield) then player0y = player0y + 1 : m = 3 : goto main2 if joy0right && !collision(player0,playfield) then player0x = player0x + 1 : m = 4 : REFP0 = 0 : goto main2 skipmove2 goto main2
  4. Hey guys! I have a few questions involving Visual batariBasic. 1) How would I make gravity on player0 (the player/sprite1) and only on him? 2)In my game, the player has to avoid the playfield and land safely on player1 (landing pad/sprite2). How would I make it so when you land on it, you win? 3) The music making software doesn't work. How would I fix it? Thanks! RHillFake
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