-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|542|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-




mindstorm8191

Data structures vs banks

18th July 2010

I was once working on a RPG type space shooter called Garbage Invaders. The game took a lot of type structure lists, some of which I couldn't determine the size of before-hand. I made use of a lot of object lists, which worked pretty well. For example: *snip*


mindstorm8191

QOTD : Bias Towards Installers?

18th July 2010

I prefer online games too, over downloadable games. If I go to a website offering a neat game, and then I have to download something with no warning, no other information about what I'm getting into, then I probably won't continue. It depends on how much*snip*


mindstorm8191

What Have You Done : 14th July 2010

15th July 2010

I've been doing a major overhaul on my Vesuvius game for the past several weeks. I have recently found a free php editor which lets you connect via FTP and edit files directly on a remote website. Its pretty nice, and has made editing things and finding *snip*


mindstorm8191

Frontpage

13th July 2010

Not to make Stealth's idea seem bad, but what about a 'what are you doing?' type newsfeed like facebook has, with the ability to add comments? Personally I don't follow the shoutbox too much, there's usually various discussions I'm not involved with. I d*snip*


mindstorm8191

The iPhing Fing...

7th July 2010

Wow.. for that kind of profit, I'd consider making iPhone games even though I don't have one!


mindstorm8191

Design : Programming Languages

7th July 2010

Yeah! Or, why not just pop up an error "hey, shouldn't there be a semicolon here?"
Wait wait, let me rant here for a bit. This is what I hated so much about working with C and C++. You write a bit of code, not sure if it works, and the compiler throws *snip*


mindstorm8191

Design : Programming Languages

7th July 2010

Jay, I think the biggest difference between using an emulator and writing code to do it is graphics hardware support. Pushing all this through the processor can be quite difficult, and a graphics card is better suited for such tasks.
But I fully see your*snip*


mindstorm8191

Aw, geeze, Flamewar...

6th July 2010

I'm sort of caught in the middle between the first and second options. In the second option, while I do like how the variables are listed, with the white space between variable name and assignment, I don't like the space with the control flow. But I gues*snip*


mindstorm8191

Design : Programming Languages

6th July 2010

I like Cower's idea. With the increasingly common use of multi-processor PCs multithreading will become much more important for programmers. Multithreadsing should be as easy as possible; it would be nice to be able to do something like
[code]
r = thr*snip*


mindstorm8191

Piracy vs Used sales?

1st July 2010

I have two things to add to this. I think piracy is where shareware games can come very much in handy. If you can produce a shareware version of the game, to where everyone is able to try the game out, then your potential players can get a real feel of t*snip*


mindstorm8191

Skills and Interests

28th June 2010

OOC looks like an interesting language... until it got into the OOP part of its explanation. I've got to admit, I've never been a fan of heavy OOP - it can really make your code confusing, no matter how much typing time it'll save you. Half of all OOP fe*snip*


mindstorm8191

Is # ever used in JavaScript?

27th June 2010

JL, what did you have in mind for the # symbols?


mindstorm8191

Level storage?

27th June 2010

Well spinal, how about this: create a level editor of your own, to work on the PC. From there you can create your levels, adding whatever detail and depth that you desire. Once you're finished, your editor will output array contents, instead of a file of*snip*


mindstorm8191

Skills and Interests

26th June 2010

What platforms do you enjoy coding?
I seem to only develop for PC, because I don't have any other systems, if you could call it that (though I did buy a Wii a week or so ago, but no idea how to get my own stuff onto it). If you call the web a seperate pl*snip*


mindstorm8191

Ultra-efficient trains

21st June 2010

Umm, that wasn't exactly the plan I had in mind. The energy can only be captured on downhill stretches; you would only need to set up lines around these areas. You could then sell the power to the immediately local power grid. For each downhill portion *snip*


mindstorm8191

Ultra-efficient trains

21st June 2010

Well there are plenty of electric trains. I think nearly all subway trains are electric. But the freight trains I see moving down the rails around here, they're diesel. They are driven by actual electric motors, but those motors are powered by the diese*snip*


mindstorm8191

Ultra-efficient trains

20th June 2010

heh, not a bad idea... but I think most trains carry freight, not passengers.
Actually it would be possible for cellphone chargers to draw more power. The trouble is, batteries can only charge so fast, or internal components overheat.


mindstorm8191

Ultra-efficient trains

20th June 2010

I thought I'd share a cool idea I had the other day, because I don't know who else to share it with! Okay, so modern trains, they have a diesel engine, which actually drives a generator that powers motors on each wheel. When a train goes downhill, it can*snip*


mindstorm8191

SuperTurtle as a community project

7th June 2010

JL, I understand your point, however the other half of this project is a full-featured image editor. Instead of locking you into using just the script, or just the by-hand editor, I hope to allow the user to use both interchangeably. All the by-hand oper*snip*


mindstorm8191

SuperTurtle as a community project

7th June 2010

Well, I hope to make the script as simple as possible, while still allowing a lot of control over the management of the image. Functions will be a regular tool for its users, these functions taking a wide range of variables. These functions also need to *snip*


mindstorm8191

SuperTurtle as a community project

4th June 2010

Well back to the subject of SuperTurtle, perhaps you all could help me with its construction. See, I've tried building portions of SuperTurtle before, usually working on the image manipulation functions. The real trouble I'm having is between making func*snip*


mindstorm8191

SuperTurtle as a community project

3rd June 2010

Well the trouble I see with using Blitz3D is that not everyone has the language, and if new people want to start working on it they'd have to buy Blitz3D. I'd like to find an alternative free language.
I would also imagine that an issue with the program *snip*


mindstorm8191

SuperTurtle as a community project

2nd June 2010

See, I have this project idea I've had for quite a while now, which I call SuperTurtle. The idea is that its a script-driven image editor. It will allow you to write a script to build an image, and then go in and edit it like any other image editor, and *snip*


mindstorm8191

grinding?

28th May 2010

Cool video. Like Jay was saying, don't think of the rail as an entity you're trying to stick to. For the straight rails, consider the rail only a line, from point A to point B. If the player is 'on' that rail, then you should place the player's entity s*snip*


mindstorm8191

Who will win?

27th May 2010

umm... I'm sorry, but I haven't caught on to what you're talking about...

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