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Socoder -> JSE -> JSE - Jay's Scripting Engine

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Sat, 04 Sep 2021, 08:08
Jayenkai
Yes, that's intentional. Symbols are always 32x32 pixels.
Think of the little toggle in the symbol editor as the .. um .. let's call it pixel density.. of the symbol.
If this wasn't the case, then trying to use the tilemap functions would end up with all manner of extra complications.

If you want 16x16 symbols, SetSize 0.5 first.
For 8x8 symbols, SetSize 0.25

  --v


-=-=-
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Tue, 14 Sep 2021, 14:08

 
Jayenkai
Created : 14 September 2021
Edited : 14 September 2021
System : Cross Platform
Language : JSE

Platdude's Minecart Challenge

Score high in your epic Minecart ride

GotoJSE
Screenshots
 
A challenge inside a minecart!
Collect stars to use as a boost at the end of the track, and see how big of a bonus you can earn.

JSE Sourcecode
> Reveal 🔎

 
Thu, 16 Sep 2021, 01:49
steve_ancell
That runs smooth and quick on my system.
Sat, 18 Sep 2021, 17:18
Jayenkai
> Reveal 🔎

Every browser I've tested this in seems to have a completely different set of results.
Let me know how/if it works for you.

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Sun, 19 Sep 2021, 00:23
Dan
Windows 10, SrWare Iron browser, displays 10 english languages, working ok.
But, i have at least 16 voices installed, few are German.

Android Phone, Internet, Displays 2 voices (Uk+Us), working ok.
Sun, 19 Sep 2021, 01:47
therevillsgames
All I get is [0] = 0.... which changes colour when I mouse over it...
Sun, 19 Sep 2021, 04:04
Jayenkai
@Dan
One of the biggest issues with using oldskool fonts in the way that I have is that their upper-ASCII values aren't entirely compatible with characters that aren't plain English, or even are accented..

  --v

One methodology I've been considering is converting character codes for known accented letters, into their relative codes per system.
Alternatively, I could shuffle the upper-ASCII to be "correct" in all the fonts.

Unfortunately, both of those methods will break the original ascii codes for that system. Which is something I've been trying to avoid.

I'm really not sure what to do here, and since "everything other than English" seems to break the whole thing, I'm currently only allowing English languages to use the Speech functions.
I should definitely fix that.

... But with the character codes being broke like that, I'm not sure of the best way around it.

Suggestions welcome.

@TheRevillsGames : Did it speak when you clicked it!?!

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Sun, 19 Sep 2021, 15:56
therevillsgames
Nope nothing happened...

|update| -=-=- |update|
On me Realme Android I get 4 lines and it speaks.
Sun, 19 Sep 2021, 16:40
Jayenkai
Gawd, who knew using a web API could prove so difficult?!!?!?

Aw well, it's there. That'll do.

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Mon, 20 Sep 2021, 04:13
therevillsgames
Hmmm, it's working now - did you change the script or backend?
Mon, 20 Sep 2021, 04:49
Jayenkai
Haven't changed a thing.
It's not a very precise thing, right now, I think. The Speech API just isn't mature enough to be relied on.

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Tue, 12 Oct 2021, 05:37
Jayenkai
  --v

An all new version of Optimisationalism!

It'll run a LOT slower than the last one. It's testing even more functionality, and should hopefully let me tweak out even more quirks from the script.

Give it enough time, and the "Working" will change to a numerical value.
A bit more time to settle down, then post your results below, and (hopefully) watch over time as the engine gets marginally faster.

12 October 2021

Macbook Air M1 - Safari - 99
Macbook Air M1 - Firefox - 73
Macbook Air M1 - Opera - 73
MacMini 2015 running Windows - Edge - 220
MacMini 2015 running Windows - Chrome - 212
MacMini 2015 running Windows - Firefox - 464 (!!!)
MacMini 2015 running Windows - Opera - 222
iPhone 12 Pro - 129
iPad Air 3 - 194
iPad Air 4 - 117
Samsung Galaxy Bag'o'Crap Tab 10 A - 1512 (Weeeee, so crap!)

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Fri, 15 Oct 2021, 09:43
Dan
Got 165 at my windows 10 desktop pc
Fri, 15 Oct 2021, 10:45
Pakz
Ipad pro m1 chrome 62/63
Ipad pro m1 safari 61/62
Tue, 19 Oct 2021, 06:48
Jayenkai
Progress over the past day and a half.
Have been working away at how arrays work, doing a mostly complete rewrite of the functionality.
I've managed to speed up Optimisationalism 3 by around about 5%, but have also managed to completely break the Sort/Shuffle/Reverse array functions in the process.

Those will need a complete rewrite, at which point .. I might as well rewrite them with Multi-Dim's in mind, first and foremost.

Okeydokeydooo...

If you want to test the in-dev updated version, keeping in mind that the sort/shuffle/reverse functions are currently knackered, you can try it out at the index_.html page, here.

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Sat, 23 Oct 2021, 16:44
Jayenkai
Stumbled upon the Twitter account 8Bit Fractals tonight, and thought I should try some simple duplicating of a few of their examples.

Julia - BBC Micro
> Reveal 🔎

Julia - Tandy TRS 80
> Reveal 🔎

Julia - Apple II
> Reveal 🔎

Julia - Dragon 32
> Reveal 🔎

Restricted Chaos - Oric-1
> Reveal 🔎

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Wed, 05 Jan 2022, 17:18
therevillsgames
I'm finding that constants dont always work:

With my rotating around parent code: $ROTATE_AROUND_ON is meant to be 1 or 0, but it looks like it picks up an ROTATE_AROUND_X OR _Y position... also I couldnt use $WIDTH and had to change to $PIECE_WIDTH


Wed, 05 Jan 2022, 17:25
therevillsgames
Is there a console or similar with we can send log messages to? Maybe an enhancement
Wed, 05 Jan 2022, 18:18
Jayenkai
DebugMode On, then DebugLog whatever.. just like Blitz
If you turn on FPS mode, they'll briefly show up there, otherwise open your browser's Dev Console (F12 or MacGymnastics with the letter i.. I think it's Command + Options + i, but might be wrong...!)
DebugLog messages "should" appear in the dev console, once you've turned DebugMode on.

I'll check into the $Width thing, but I expect it's confusing itself with other instances of Width.. shouldn't be happening, but.. things still aren't foolproof!

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Wed, 05 Jan 2022, 18:26
therevillsgames
Ah cool... just tried DebugMode On... and yep I can see the logs briefly in FPS Mode... but not in the Browser Dev Console (Running Chrome). I can only see this:


It would be nice to have it in a floating window
Wed, 05 Jan 2022, 18:34
Jayenkai
I'll see what I can do. Not sure I can do that easily in a "Works on everything" method.
I also haven't tackled dialogue boxes and things, either. I really need to do those. (especially since the "Are you sure" Delete box in the project list is still a ye-olde Javascript dialogue)

Incidentally, I've figured out why the Const $Width isn't working.

It's finding #Const $W=2, and replacing all $W with 2's, so by the time it reaches $Width, the script now says 2idth.. Fuxake!!!
Right, that'll be tomorrow's fixit session.

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Wed, 05 Jan 2022, 18:46
therevillsgames
Least you've found it I guess it's a similar issue with the $ROTATE_AROUND_ON.

|update| -=-=- |update|
With the debug info, maybe create a DebugMode similar to the FPS Mode, but dont fade it out and scroll it instead.
Wed, 05 Jan 2022, 18:50
Jayenkai
No you're probably right about having a window. That way it'll stay onscreen once you flip back to the code view.

-=-=-
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Thu, 06 Jan 2022, 18:02
Jayenkai
Today's Fixings

1. The CONST issue should now be fixed.

2. New Debug Window. Hit the FPS button, and instead of a little bobbity thing across the bottom, there's now a much bigger bobbity thing across the bottom, which also holds the Debug info.
Debug scrolls with the latest debug at the top, which sounds counterintuitive, but works well enough.
(.. Because no matter what I tried, the browser wouldn't let me scroll that sodding div, so I cheated by making it go the other way around!!)

3. In the project view, the Export icon is now the right way round.. ... !!

Be sure to refresh to update things.

-=-=-
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Thu, 06 Jan 2022, 21:31
therevillsgames
Cool - I'll have a play later
Fri, 07 Jan 2022, 01:35
Dan
I have 1 request:: Upload confirmation dialog.
Something that prevents the uploading of the source code to the server, because it is easy to missclick that button >.<

(Edit: It appears to be missing now, anyway !)
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