-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|517|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-



spinal

line thing

12th May 2008

So I dont loose it again.

[code]Graphics 1280,768,0,1
;SetBuffer BackBuffer()

r=255


ox1=200*-Sin(i+(Cos(angle)*400))+400
oy1=20*-Sin(i+(Sin(angle)*400))+580
ox2=200*Sin(i+(Cos(angle)*200))+400
oy2=20*Cos(i+(Sin(angle)*200))+580
For t=0 To 4<snip>


spinal

Read ID3v1

6th November 2007

See Title


spinal

String

5th October 2007

Here is a good old piece of string, I follows the mouse pointer.

The theory behind it, is you calculate the angle between each node (starting at the mouse pointer) and drawing a line at that angle at a set length and continue on until the end of the tai<snip>

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