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Messages - Compynerd255
16
« on: July 21, 2011, 09:40:00 am »
Here is the source and the executable. I probably will not be working on this for a while, until school starts up again. I will work on it some.
17
« on: July 21, 2011, 12:53:57 am »
1802: You collect burlap bags of peanuts in your office. 1803: You have a fish tank full of blue lobsters.
18
« on: July 21, 2011, 12:47:09 am »
Okay. My mind is blown with the new Axe.
Blown. Blown. Blown.
I love all the new features! I'm going to download this to my calc tommorow morning and see the awesomeness unfold!
19
« on: July 21, 2011, 12:19:56 am »
Plants vs Zombies?
I actually started this, but never got around to finishing it: http://ourl.ca/11509
20
« on: July 21, 2011, 12:13:54 am »
This was a readme that I always thought turned out particularly nice for a fairly simple TI-89 RPG-ish fight simulator: http://www.ticalc.org/cgi-bin/zipview?89/basic/games/rpg/battle/rpgfight.zip;RPGFight_0.10.00/rpgfight.txt
Readmes for most of my other programs use this same general style since I like consistency.
I've had a history of being (sometimes excessively) prolific with writing as well as having an unusual enjoyment of reading manuals, so my readmes tend to be looong.
This is a really nice readme. I almost read the whole thing, even though I don't have an 89!
21
« on: July 20, 2011, 11:55:56 pm »
I have not a screenie where you can see the Minotaur Slime. And, since the contest deadline is already expired, I might well post the source code and executable so you can look at and analyze it. Calc programming is really slow for me over the summer.
22
« on: July 12, 2011, 08:59:20 am »
I think that my best Readme was either for Eitrix or DIE, FIEND. The former used psuedo-sprite tricks like from the Gemini readme, and the latter was an in-depth PDF.
23
« on: July 11, 2011, 05:07:16 pm »
But you don't mind, if I didn't use your code in my code?
No, not at all. Unless the owner says otherwise (and I don't), any code samples posted on the Internet can be used by anyone who finds them useful. To say that you can't use posted code is to taunt you sadistically.
24
« on: July 11, 2011, 05:00:43 pm »
Okay, now that looks awesomely cool! I can't wait to see more! One suggestion: draw concentric circles along with lines in the explosions, because it looks even better that way. The explosions still look awesome, though.
Also: what is the difference between shifting and switching?
25
« on: July 08, 2011, 05:52:36 pm »
Well, funny videos aside, we just have to think about how McDonald's advertises themselves. If they have to go so far as to trick us at the end of the commercial with their title and/or jingle, then that says something about them: Their product isn't worth crap. And it isn't unique to McDonald's: I've also gotten TransformerRolled (Transformers: Dark Side of the Moon) and BudweiserRolled (the "Fetch" Super Bowl commercial) in the same fashion. What do you think of this advertising?
I have to admit, though, the McRoll video is really funny.
26
« on: July 07, 2011, 12:03:42 am »
I'd like to get your thoughts on this. I don't know if this should be in Humor and Jokes, but here goes:
Have you ever noticed that you cannot tell that a McDonald's commercial is a McDonald's commercial until the end? For example, I once saw this commercial where it had all of these people in colored shirts running around on a white background, and it looked cool until some people in yellow shirts got into the traditional Golden Arches and the "ba dap bap bap ba" jingle played. (Sorry that there isn't an example video - I don't have access to Youtube) And don't get me started on those intricate Line Rider maps that turned out to be McDonald's commercials...
It's worse than Rickrolling! It's McRolling!
27
« on: July 06, 2011, 08:03:29 pm »
Okay, lambdas are freakin' cool! I can't wait to use them in Axe, although I'm trying to think about how I would... I do know that one of my dad's programs uses lambdas to pass drawing routines for different objects into a positioning routine.
28
« on: July 06, 2011, 07:49:49 pm »
I have been working on this for the past while. However, because of life and other important projects, I will not be able to finish this for the contest and let it have any hope of winning. But this does not mean that The Slime is dead! I will still be working on it, and it will still be good, but will no longer be confining myself to the deadline in seven days.
29
« on: July 06, 2011, 07:45:44 pm »
Okay, this looks incredibly cool. I hope you can finish it within the deadline!
30
« on: July 04, 2011, 04:17:28 pm »
I was just trying to do something fancy with bitshifting and stuff so that irregularly shaped sprites don't collide if their pixel maps don't touch. But the first line just checks the squares, and that's usually fine for most purposes.
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