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Messages - Nick
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346
« on: July 08, 2012, 06:18:40 am »
nice, and i like it how the title is displayed as The Squares...Die on the nspire :-) the bombs are cool  but it seems like the first time it did not decrease when you fired one, or am i wrong?
347
« on: June 19, 2012, 01:45:27 am »
Casio said that if we do something wrong again, they might lock the PRIZM like TI did with the Nspire. At least, though, Casio is giving us one last chance.
what has been done wrong before with casio calcs?
348
« on: June 18, 2012, 01:02:55 pm »
nonreal ans, syntax error, divide by 0  i think those are the most important ones
349
« on: June 18, 2012, 12:47:21 am »
my physics professor came to me once, and asked kinda excited if it was true what he heard.. he heard from some students that i was able to code for the nspire, and when i said it was true he was like "wow, really? ö" and started to ask me a lot of questions about it  so that's already 2 people programming the nspire in our whole school i think. I don't know all people of my school, but i guess there aren't a lot more than this 2 it's very sad to see how some people still think programming is 1. for people sitting after their computer screen without going out, ever. 2. a waste of time 3. doesn't learn you anything none of these are true, but the problem is, how do you have to make people believe them..
350
« on: June 17, 2012, 02:29:59 pm »
Shift+Print Screen is better.
what's the difference in [prtsc] or [shift][prtsc] if you're only printscreening your desktop?? that doesn't make any difference, does it?
351
« on: June 17, 2012, 12:20:09 pm »
why would you buy a second nspire just to be able to get best of both worlds? i mean, it's $/€150 ö
352
« on: June 17, 2012, 09:58:35 am »
well, the only thing I find sad is that they made it event based.. loop based is much more flexible (imo) than event based, but i guess that's completely personal.
and about that getkey, it would be nice, but the way it is made now (with on.charIn()) it would conflict.. so that won't come i think
353
« on: June 17, 2012, 09:56:07 am »
wow, i love it ö did you still not manage to get wabbitemu working? because the grayscale is much better there, it seems like this one can't really handle it well xs but apart from that it's beautiful, and indeed, the gui is nice
354
« on: June 17, 2012, 02:43:38 am »
happy birthday Eiyeron! nice
355
« on: June 16, 2012, 02:04:41 pm »
i don't want to be the bad guy, but please, before you ask questions read the FIRST post, almost everything you need to know is in there..
it's just because i've seen ten times the same questions by now, and i think it's kinda frustrating if people are too lazy to read the first post instead.
356
« on: June 16, 2012, 10:59:55 am »
looks good, but what's that polygon that has a different perspective than the rest of the image? the one that is starts at the same width as the track in the middle of the image, and gets wider to the top
357
« on: June 15, 2012, 01:48:37 pm »
you upper list was quite complete for the basics i think (not to discourage you, but matrices are a huuuuge part of algebra, which means a lot of functions/other things to add) the most important are the ones in the first post, and: that'll be enough to start xp here is something i just tested and can be quite useful  function on.create() a = {{1,1,2},{2,-3,0}} b = math.eval("rref({{1,1,2},{2,-3,0}})") end
function on.paint(gc) gc:drawString(b[1][1]..","..b[1][2]..","..b[1][3],0,0,"top") gc:drawString(b[2][1]..","..b[2][2]..","..b[2][3],0,20,"top") end
358
« on: June 15, 2012, 12:55:46 pm »
Um, ok...so is it a text-based chatbot type of thing? Do you have any game mechanics planned out?
Basically, this game reverses the roles of you and AI (AI takes over you, and you take over random number generator) of this game: http://ourl.ca/9852
So you're in control of what numbers will fall, and AI will move the falling numbers left and right. Your job is to provide numbers that will make AI have hard time getting high scores.
At least, that's how I understood it from the first post.
wow, if this is true it'll be nice  making this AI can be hard i think, to make it look for the most efficient options and moving it the way it has to ö well, good luck
359
« on: June 15, 2012, 12:45:19 pm »
ok, glad you found it helpful. if you need some more, don't hesitate  and i see you're going the more practical way, rather than the pure mathematics way, i like that, but make sure the difference can be seen between the practical and the theoretical e.g. if you do matrix = matrix + 5, how could you see if it's matrix + 5*identity or every element + 5 ... that's what i mean i could write you a small guide on how to handle the rref (row reduced echelon) and the A = Q*R and A = L*U (although these are quite advanced, but they should be in it, it's the basics of matrix calculations, especially rref and A=Q*R) edit: about those things you didn't fully understand: a matrix that is consistent is a matrix that is seen as a system (?) of more than one equation with multiple variables (optimal is the same #equations as #variables) that way you can get the value of each variable in the set of equations e.g. A+B = 2 2A-3B = 0 ^this is a set of equations that can be calculated by substitution. if you solve it you get a = 6/5 and b=4/5. if the combination of equations is possible it is 'consistent', else it is not e.g. A + 2B = 0 A + 2B = 1 ^this is not consistent, since that combination is impossible now such a set of equations can be represented in a matrix as follows: A+B = 2 2A-3B = 0 is the same as 1 1 2 2 -3 0 got it? if you take the rref() of this matrix, you will get the following result: 1 0 6/5 0 1 4/5 which gives you that A=6/5 and B=4/5
360
« on: June 15, 2012, 04:58:20 am »
thanks, but i've already done all that  i did a little testing, and it seems like those 12 fps is more than enough to play. i increased the speed of the cells with 2.5 and now everything is ok (they were moving at a speed between 2*10^-3 and 0.2 pixels per loop, that's why it seemed so slow) the only thing now is that i never really thought about grayscale calcs xs the black antimatter cells are really hard to see on the dark blueish background in b/w, so i'll have to find a way to solve that. also the difference between blue and red cells is hard to see in b/w xs but that's a sorrow for later, i have to make it work first
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