Author Topic: Grammer  (Read 98422 times)

0 Members and 1 Guest are viewing this topic.

Offline TIfanx1999

  • ಠ_ಠ ( ͡° ͜ʖ ͡°)
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 6173
  • Rating: +191/-9
    • View Profile
Re: Grammer
« Reply #75 on: October 02, 2011, 08:54:31 pm »
This is very cool stuff Xeda. I *really* need to get around to trying this out sometime... XD

Offline Xeda112358

  • they/them
  • Project Author
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 4704
  • Rating: +719/-6
  • Calc-u-lator, do doo doo do do do.
    • View Profile
Re: Grammer
« Reply #76 on: October 02, 2011, 10:28:53 pm »
Thanks! :) I still have to get to work on the app version, soon, too. I made one that works except for the self modifying code, so I need to fix that up :)

Offline Yeong

  • Not a bridge
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3739
  • Rating: +278/-12
  • Survivor of Apocalypse
    • View Profile
Re: Grammer
« Reply #77 on: October 04, 2011, 06:56:41 pm »
Will you add the feature to use Grammer within BASIC program like ReCode?
Sig wipe!

Offline Xeda112358

  • they/them
  • Project Author
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 4704
  • Rating: +719/-6
  • Calc-u-lator, do doo doo do do do.
    • View Profile
Re: Grammer
« Reply #78 on: October 04, 2011, 10:22:17 pm »
Actually, that is already possible :) You just add the code after a Stop. For example:
Code: [Select]
.0:Asm(prgmGRAMMER
ClrDraw
Text('0,0,37
DispGraph
Goto Lbl "Stop         ;Jumps to the label named Stop
//HI!
.Stop                    ;The label named Stop
Stop                    ;Exits Grammer
Disp "HELLO!        ;TIBASIC

Also, in other news, I am working on the particle effects suggestion, currently, and I am just stitching up the code and debugging at the moment :) Hopefully we will have water effects to work with in the near future O.O

Offline Yeong

  • Not a bridge
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3739
  • Rating: +278/-12
  • Survivor of Apocalypse
    • View Profile
Re: Grammer
« Reply #79 on: October 04, 2011, 10:25:19 pm »
O.o
can it support any-degree sprite rotation? or is it too much to ask? EDIT:45 deg?
also, Array support please. I really want it D:
« Last Edit: October 04, 2011, 10:28:56 pm by yeongJIN_COOL »
Sig wipe!

Offline AngelFish

  • Is this my custom title?
  • Administrator
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3242
  • Rating: +270/-27
  • I'm a Fishbot
    • View Profile
Re: Grammer
« Reply #80 on: October 04, 2011, 10:29:13 pm »

Also, in other news, I am working on the particle effects suggestion, currently, and I am just stitching up the code and debugging at the moment :) Hopefully we will have water effects to work with in the near future O.O

Would it be possible to have user defined automata rules and multiple particle types?

Also, new avatar  ;D
« Last Edit: October 04, 2011, 10:29:29 pm by Qwerty.55 »
∂²Ψ    -(2m(V(x)-E)Ψ
---  = -------------
∂x²        ℏ²Ψ

Offline Yeong

  • Not a bridge
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3739
  • Rating: +278/-12
  • Survivor of Apocalypse
    • View Profile
Re: Grammer
« Reply #81 on: October 04, 2011, 10:30:48 pm »

Also, in other news, I am working on the particle effects suggestion, currently, and I am just stitching up the code and debugging at the moment :) Hopefully we will have water effects to work with in the near future O.O

Would it be possible to have user defined automata rules and multiple particle types?

Also, new avatar  ;D
*Yeong's eye explodes
Sig wipe!

Offline Xeda112358

  • they/them
  • Project Author
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 4704
  • Rating: +719/-6
  • Calc-u-lator, do doo doo do do do.
    • View Profile
Re: Grammer
« Reply #82 on: October 04, 2011, 10:31:17 pm »
Hmm, how would the rules work? DO you have any ideas? I assume there would need to be a life cycle condition and conditions about where to move the particles (with certain levels of precedence).

Offline Xeda112358

  • they/them
  • Project Author
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 4704
  • Rating: +719/-6
  • Calc-u-lator, do doo doo do do do.
    • View Profile
Re: Grammer
« Reply #83 on: October 05, 2011, 08:08:29 am »
I have now added some particle effects to Grammer O.O
Yeong gave a great idea for tokens to use:
R→PR( Clears the Particles (the pixels stay there, though)
R→Ptheta( Executes a cycle (this computes and draws the location of the particles)
R→Px(y,x This adds a particle at pixel position (Y,X)

This only handles up to 383 particles, but it is fast :)

So here is a sample program :) Just press left/right to move the cursor and press down to start dropping particles. Press [CLEAR] to freeze them, press [MODE] to exit :)

prgmPARTEX is 127 bytes O.O

Offline TIfanx1999

  • ಠ_ಠ ( ͡° ͜ʖ ͡°)
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 6173
  • Rating: +191/-9
    • View Profile
Re: Grammer
« Reply #84 on: October 05, 2011, 08:17:03 am »
Very cool! ;D

Offline Yeong

  • Not a bridge
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3739
  • Rating: +278/-12
  • Survivor of Apocalypse
    • View Profile
Re: Grammer
« Reply #85 on: October 05, 2011, 09:05:40 am »
O.O
Great job XD
Sig wipe!

Offline aeTIos

  • Nonbinary computing specialist
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3915
  • Rating: +184/-32
    • View Profile
    • wank.party
Re: Grammer
« Reply #86 on: October 05, 2011, 09:54:23 am »
Epic.
I'm not a nerd but I pretend:

Offline Xeda112358

  • they/them
  • Project Author
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 4704
  • Rating: +719/-6
  • Calc-u-lator, do doo doo do do do.
    • View Profile
Re: Grammer
« Reply #87 on: October 05, 2011, 11:24:40 am »
Hehe, Thanks! I plan to add some other options, too, soon. For example, I was making a pipe system to drop the particles in and it reminded me of a game I played a long time ago (Pipe Dreams, I believe). I thought "Wow, it would be cool if I could have the particles travel along mazes or pipes!" So I started thinking about how to do that... and I have an idea that I want to try! Also, I like that I can make an hourglass >.>

This could make some neat effects!

Offline Xeda112358

  • they/them
  • Project Author
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 4704
  • Rating: +719/-6
  • Calc-u-lator, do doo doo do do do.
    • View Profile
Re: Grammer
« Reply #88 on: October 06, 2011, 01:48:25 pm »
Okay, here is a mini update adding the P▶Ry( command to control which particle effect is used. I plan to modify this to allow pointing to a different buffer for when I add the ability to create vars. This way, you can have larger buffers (meaning more particles) and multiple buffers to handle different types of particles :)

So now I need a token to use for creating new variables x.x

So here is the program and a new screenie :)

EDIT: Also, here is the program used in the screenie. It is the same as before except you can use + or - to select the particle type.

Offline Yeong

  • Not a bridge
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3739
  • Rating: +278/-12
  • Survivor of Apocalypse
    • View Profile
Re: Grammer
« Reply #89 on: October 06, 2011, 03:04:23 pm »
The previous version had a some kinda problem which 'compressed' my screen D:
did you fix that?
EDIT: How about >DMS ?
« Last Edit: October 06, 2011, 03:05:07 pm by yeongJIN_COOL »
Sig wipe!