New games every week!
JSE - Additions Blog
29th June 2021
Woot!

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Caching


The upup Cache stuff is now integrated into JSE.
It shouldn't honestly make much of a difference, except that now if you want to disable your internet, you should still be able to access it, as if it's an installed tool on your system.
GudGud!

Debuglog


The DebugLog now appears onscreen, if you have the FPS display switched on.
Error messages will also show up here, so FPS mode is now becoming much more powerful.
.. I just need to code more error messages!!

Notify


There's now a Notify() command.
Notify(Text,Colour,Style)
0 shows up on the bottom left, like how Debug messages do.
1 shows up in the middle of the screen like a title card between levels. "Level Three"
2 also does, but does a happy little dance! "Extra Life!!"
3 swoops in from the bottom, hangs around the middle for a bit, then swoops back out again. "Powerup!"

Handy?!
Maybe..
If you want any other particular styles, be sure to let me know.

// Notification Types // by Jayenkai // Created 2021/6/28 Graphics 512,512,2 Repeat Cls v=Rand(1,3) c=Rand(0,360) launch=-1 if MouseHit then launch=0 if KeyHit then launch=1 if GamePadHit then launch=2 if GamePad(ButtonDown) then launch=3 // Bottom Notification If launch==0 then Notify(" Mouse Hit "*v,c,0);PlaySFX("Sonniss_Ui_"+Rand(1,10)) // Centered Notification If launch==1 then Notify(" Key Hit "*v,c,1);PlaySFX("Sonniss_Ui_"+Rand(1,10)) // Jumping Notification If launch==2 then Notify(" GamePad Hit "*v,c,2);PlaySFX("Sonniss_Ui_"+Rand(1,10)) // Zoom to Center Notification If launch==3 then Notify(" Held Down ",c,3);PlaySFX("Sonniss_Ui_"+Rand(1,10)) Flip Forever


New SFX


I opened my 2010 folder, searched for .wav, and picked out a few choice sound effects, which have been added to the library.
Have a play, and see if any jump out as being from particular games!

Echoes


This more or less works, but with the odd side-effect that the Music's setting can't currently turn off..!
Not sure why this is, as it's working fine for sounds. .. Hmmm.
I'm currently looking into it.

Otherwise, seems to work reasonably well enough. There's a nice little collection of echo styles, and a few oldy speakers and such. A decent enough collection.

// Echo Styles // by Jayenkai // Created 2021/6/29 e=0 SetEcho e JMTrackr 140,"<C4r8>A+16G4r16A+4<C4r8>A+16G2r16|C4r8D8D+4D4C4r8D8D+2|C8C8C8C8C8C8C8C8D+8D+8D+8D+8>A+8A+8A+8A+8|C8C8C8C4C8C8C8D+8D+8D+8D+4>A+8A+8A+8|C16r8C16r8C16r8C16r8C16r16C16r16D+16r8D+16r8D+16r8>A+16r8A+16r16A+16r16|C16D+16C16<C8C8C16>C16D+16C16<C8C8C16>C16D+16C16<C8C8C16>C16D+16C16<C8r16C16C16|r1|[d]|r8G+4G+4G+4G+4G+4G+4G+4G+16G+16|C8G+16C16D8G+8C8G+16C16D8G+8C8G+16C16D8G+8C8D8D8G+8|r1|" Graphics 512,512,1 Repeat CLS 30,30,80 ResetDraw;SetFontSize 16 hit=MouseHit() If MouseIn(256,64,256,32,1) and hit e=e+1 SetEcho e if GetEcho()=="Off" then e=0 Endif SetCol 255,255,255 Text 256,64,"Echo '"+GetEcho()+"'",1 SetFontSize 6 y=160 x=96;nm="Beep_1"; SetCol(255,255,255);Rect(x,y,128,32,1);SetCol(0,0,0);Text(x,y,nm,1);if MouseIn(x,y,128,32,1) and hit then PlaySFX(nm) x=256;nm="Beeper_Fruit_Bonus"; SetCol(255,255,255);Rect(x,y,128,32,1);SetCol(0,0,0);Text(x,y,nm,1);if MouseIn(x,y,128,32,1) and hit then PlaySFX(nm) x=416;nm="Beeper_Rise"; SetCol(255,255,255);Rect(x,y,128,32,1);SetCol(0,0,0);Text(x,y,nm,1);if MouseIn(x,y,128,32,1) and hit then PlaySFX(nm) y=y+48 x=96;nm="Drum_Low"; SetCol(255,255,255);Rect(x,y,128,32,1);SetCol(0,0,0);Text(x,y,nm,1);if MouseIn(x,y,128,32,1) and hit then PlaySFX(nm) x=256;nm="Animal_Quack"; SetCol(255,255,255);Rect(x,y,128,32,1);SetCol(0,0,0);Text(x,y,nm,1);if MouseIn(x,y,128,32,1) and hit then PlaySFX(nm) x=416;nm="Error_2"; SetCol(255,255,255);Rect(x,y,128,32,1);SetCol(0,0,0);Text(x,y,nm,1);if MouseIn(x,y,128,32,1) and hit then PlaySFX(nm) y=y+48 x=96;nm="Explode_High_2"; SetCol(255,255,255);Rect(x,y,128,32,1);SetCol(0,0,0);Text(x,y,nm,1);if MouseIn(x,y,128,32,1) and hit then PlaySFX(nm) x=256;nm="Explode_Low_5"; SetCol(255,255,255);Rect(x,y,128,32,1);SetCol(0,0,0);Text(x,y,nm,1);if MouseIn(x,y,128,32,1) and hit then PlaySFX(nm) x=416;nm="Explode_Low_7"; SetCol(255,255,255);Rect(x,y,128,32,1);SetCol(0,0,0);Text(x,y,nm,1);if MouseIn(x,y,128,32,1) and hit then PlaySFX(nm) y=y+48 x=96;nm="Hurt_3"; SetCol(255,255,255);Rect(x,y,128,32,1);SetCol(0,0,0);Text(x,y,nm,1);if MouseIn(x,y,128,32,1) and hit then PlaySFX(nm) x=256;nm="Jump_3"; SetCol(255,255,255);Rect(x,y,128,32,1);SetCol(0,0,0);Text(x,y,nm,1);if MouseIn(x,y,128,32,1) and hit then PlaySFX(nm) x=416;nm="Lazer_3"; SetCol(255,255,255);Rect(x,y,128,32,1);SetCol(0,0,0);Text(x,y,nm,1);if MouseIn(x,y,128,32,1) and hit then PlaySFX(nm) y=y+48 x=96;nm="Noise_Crunch"; SetCol(255,255,255);Rect(x,y,128,32,1);SetCol(0,0,0);Text(x,y,nm,1);if MouseIn(x,y,128,32,1) and hit then PlaySFX(nm) x=256;nm="Noise_Spray_2"; SetCol(255,255,255);Rect(x,y,128,32,1);SetCol(0,0,0);Text(x,y,nm,1);if MouseIn(x,y,128,32,1) and hit then PlaySFX(nm) x=416;nm="Noise_Stomp"; SetCol(255,255,255);Rect(x,y,128,32,1);SetCol(0,0,0);Text(x,y,nm,1);if MouseIn(x,y,128,32,1) and hit then PlaySFX(nm) y=y+48 x=96;nm="Sonniss_Rock_2"; SetCol(255,255,255);Rect(x,y,128,32,1);SetCol(0,0,0);Text(x,y,nm,1);if MouseIn(x,y,128,32,1) and hit then PlaySFX(nm) x=256;nm="Sonniss_Plasmagun"; SetCol(255,255,255);Rect(x,y,128,32,1);SetCol(0,0,0);Text(x,y,nm,1);if MouseIn(x,y,128,32,1) and hit then PlaySFX(nm) x=416;nm="Sonniss_Swish_2"; SetCol(255,255,255);Rect(x,y,128,32,1);SetCol(0,0,0);Text(x,y,nm,1);if MouseIn(x,y,128,32,1) and hit then PlaySFX(nm) Flip Forever

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