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Offline ben_g

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Re: The Omnimaga Project Revival Team
« Reply #45 on: August 20, 2014, 04:44:14 pm »
I sent an invite.
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline pimathbrainiac

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Re: The Omnimaga Project Revival Team
« Reply #46 on: August 20, 2014, 04:46:00 pm »
Thanks! I'll put my module up on GitHub when it's dev-ready!
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Offline Princetonlion.tibd

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Re: The Omnimaga Project Revival Team
« Reply #47 on: August 20, 2014, 06:14:41 pm »
We're getting some progress setting things up :D

Offline Deep Toaster

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Re: The Omnimaga Project Revival Team
« Reply #48 on: August 21, 2014, 12:36:52 am »

Well apparently they both use the same text format, so it should be good.
Unless it's been changed, I don't think the two use the same syntax for most special tokens (L1 for TokenIDE and {L1} for SC3 for example). <shamelessplug>But IES uses TokenIDE syntax out of the box for consistency, and comes with inline sprite editor and stuff</shamelessplug>

Also, this is a nice idea. Something that might be relevant: the Our Projects board is now a bit reorganized with a subboard called Discontinued Projects, which may come in handy (?)




Offline ben_g

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Re: The Omnimaga Project Revival Team
« Reply #49 on: August 21, 2014, 12:46:30 pm »
SourceCoder does use just L1 for list variables, and I think it even uses the same token definition file as TokenIDE, though it won't be entirely compatible with TokenIDE's preprocessor.

But anyway, I'll see if I can get TokenIDE to work now on my Ubuntu computer.
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline Scipi

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Re: The Omnimaga Project Revival Team
« Reply #50 on: August 21, 2014, 02:44:29 pm »
I'd be interested for helping with any computer projects. I still don't know enough about calc programming to assist for calc projects, but I can definitely help for projects written in C/C++, Java, or Python.

My Github: https://github.com/Scipi

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Spoiler For IMPORTANT NEWS!:
Late last night, Quebec was invaded by a group calling themselves, "Omnimaga". Not much is known about these mysterious people except that they all carried calculators of some kind and they all seemed to converge on one house in particular. Experts estimate that the combined power of their fabled calculators is greater than all the worlds super computers put together. The group seems to be holding out in the home of a certain DJ_O, who the Omnimagians claim to be their founder. Such power has put the world at a standstill with everyone waiting to see what the Omnimagians will do...

Wait... This just in, the Omnimagians have sent the UN a list of demands that must be met or else the world will be "submitted to the wrath of Netham45's Lobster Army". Such demands include >9001 crates of peanuts, sacrificial blue lobsters, and a wide assortment of cherry flavored items. With such computing power stored in the hands of such people, we can only hope these demands are met.

In the wake of these events, we can only ask, Why? Why do these people make these demands, what caused them to gather, and what are their future plans...

Offline Princetonlion.tibd

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Re: The Omnimaga Project Revival Team
« Reply #51 on: August 21, 2014, 02:48:18 pm »
That'll work when we get to a computer project!

(I'm adding you)

Offline ben_g

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Re: The Omnimaga Project Revival Team
« Reply #52 on: August 21, 2014, 07:51:18 pm »
I got bored today, so I tried out a different algorithm for moving the snowflakes around in Dodge (our current project).

The main upsides of this new algorithm are that it seems to be faster, all snowflakes move at the same time (which looks neater/more organized), and that it seems to slow down a lot less when the number of snowflakes increases (when handling a lot of them, it 'laggs' a bit when rendering the bottom line, but the movement happens at the same speed).
But the algorithm also has a major downside though: it only works when moving the snowflakes up, not down. It's also a lot slower on a MathPrint OS in MathPrint mode, though it works fine in Classic mode.

Here's a comparization of the new algorithm (left) and the old algorithm (right):


So, should I update the code on GitHub to use this new 'engine'? Or is the change just too big?

For those interested, the source file of the test program using the new algorithm is currently 203 bytes.
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline pimathbrainiac

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Re: The Omnimaga Project Revival Team
« Reply #53 on: August 21, 2014, 08:42:06 pm »

Well apparently they both use the same text format, so it should be good.
Unless it's been changed, I don't think the two use the same syntax for most special tokens (L1 for TokenIDE and {L1} for SC3 for example). <shamelessplug>But IES uses TokenIDE syntax out of the box for consistency, and comes with inline sprite editor and stuff</shamelessplug>

Also, this is a nice idea. Something that might be relevant: the Our Projects board is now a bit reorganized with a subboard called Discontinued Projects, which may come in handy (?)

Actually, if it were possible, could you make a standalone IES thingymabob? Netbeans modules are a pain to program, as I have come to realize D:
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Offline Princetonlion.tibd

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Re: The Omnimaga Project Revival Team
« Reply #54 on: August 22, 2014, 12:26:29 am »
I got bored today, so I tried out a different algorithm for moving the snowflakes around in Dodge (our current project).

The main upsides of this new algorithm are that it seems to be faster, all snowflakes move at the same time (which looks neater/more organized), and that it seems to slow down a lot less when the number of snowflakes increases (when handling a lot of them, it 'laggs' a bit when rendering the bottom line, but the movement happens at the same speed).
But the algorithm also has a major downside though: it only works when moving the snowflakes up, not down. It's also a lot slower on a MathPrint OS in MathPrint mode, though it works fine in Classic mode.

Here's a comparization of the new algorithm (left) and the old algorithm (right):


So, should I update the code on GitHub to use this new 'engine'? Or is the change just too big?

For those interested, the source file of the test program using the new algorithm is currently 203 bytes.
Looks a lot nicer! I think we might use a separate file, I'm copying the old one down.

I think it deserves the change!

(though I personally like the different-falling because of confusion :P
I'm telling T.Wang (the other original author) about the changes
« Last Edit: August 22, 2014, 12:32:54 am by Princetonlion.tibd »

Offline 123outerme

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Re: The Omnimaga Project Revival Team
« Reply #55 on: August 24, 2014, 03:23:54 pm »
I would like to join! I'm always available, unless I'm working very hard on a project of my own or am away from my computer/calculator.

Offline ben_g

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Re: The Omnimaga Project Revival Team
« Reply #56 on: August 24, 2014, 04:02:32 pm »
Do you have a GitHub account?
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline 123outerme

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Re: The Omnimaga Project Revival Team
« Reply #57 on: August 24, 2014, 04:08:52 pm »
Do you have a GitHub account?
Yes, it's "Outerme" (for some reason, 123outerme was taken ??? )

Edit: Apparently I already had one under 123outerme, I just forgot about it.
« Last Edit: August 24, 2014, 04:13:13 pm by 123outerme »

Offline ben_g

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Re: The Omnimaga Project Revival Team
« Reply #58 on: August 24, 2014, 04:10:17 pm »
I sent an invite.
Welcome to the team.
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

This signature was last updated on 20/04/2015 and may be outdated

Offline 123outerme

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Re: The Omnimaga Project Revival Team
« Reply #59 on: August 24, 2014, 04:14:59 pm »
I sent an invite.
Welcome to the team.
Thanks! I just saw that I did register some time ago under "123outerme". If you don't want to, you don't have to send an invite to that username as well, but I'd thought I'd let you know.