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Messages - ben_g

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106
Other / Re: Dysphoria, a Knex Ball Machine
« on: August 14, 2014, 03:12:20 pm »
Knex motors are just simple 3V CD motors. You can easily just cut the cord connecting them to the battery container and connect them to any 3V DC power source instead.

107
Humour and Jokes / Re: Pyongyang Racer (yes, they actually made a game)
« on: August 14, 2014, 03:08:57 pm »
Those graphics, the effects and the low-polyness make it look almost like a PS1 game

108
Community Contests / Re: Code Golf Contest #5
« on: August 12, 2014, 01:46:49 pm »
Also:
...
You must make a game of Snake (or Nibbles, if you know it as that). It must follow all of these guidelines:
  • It must be played on an square "grid" (each space being the width of one snake segment) as large as possible
  • ...
...


Large enough for you?  :P
(it automatically adjusts to the screen size, and that at only 1580 bytes)

109
Community Contests / Re: Code Golf Contest #5
« on: August 12, 2014, 12:15:02 pm »
...
You must make a game of Snake (or Nibbles, if you know it as that). It must follow all of these guidelines:
  • It must be played on an square "grid" (each space being the width of one snake segment) as large as possible
  • The graphics for the food and the snake segments must each be different
  • The border must be clearly defined, and have different graphics from the food or the snake
   [li]The food must spawn randomly, Adriweb :P [/li]
   [li]The snake is moved with interactive input (such as a getKey-like command) if possible; if not supported, you may enter a direction each frame[/li]
   [li]Your snake must wrap around the sides of the board[/li]
   [li]At game's end, the program must display however many pieces of food were eaten in some way[/li]
   [li]Your game, above all, must be playable :P [/li]
[/list]
...
It's not clearly mentioned in the rules, but shouldn't the food always spawn in an empty space as well (not on the snake)?

110
Community Contests / Re: Code Golf Contest #5
« on: August 11, 2014, 07:16:25 pm »

It's slow and huge, but it's a start.

111
Community Contests / Re: Code Golf Contest #5
« on: August 11, 2014, 03:56:28 pm »
Well, I mainly meant that if you output text in a command line larger than the area you use, it may show garbage on the edges, like the remainder of previous frames.

112
Community Contests / Re: Code Golf Contest #5
« on: August 11, 2014, 03:15:10 pm »
Coded golf 5? Does that mean 4 is over already?
* Ben_g0 forgot to submit his entry again :S

Anyway, I'll try this one. Can we use simple command-line text graphics and rely on the user to set the window to the correct size?

113
General Calculator Help / Re: Force TilEm to send to archive ?
« on: August 06, 2014, 10:41:04 am »
iirc weather files should be sent to the archive or to RAM is stored in the .8xp files themselves. You may be able to change that flag on the software you use to pack the files in the 8xp format (assuming you regenerate those files ofthen).

114
Miscellaneous / Re: Post your desktop
« on: August 05, 2014, 08:11:34 pm »

It's exactly like it was 15 years ago... (can we call that retrocomputing by now?)
You even used a 4:3 CRT monitor for it :D

115
Community Contests / Re: Code Golf Contest #4
« on: August 04, 2014, 06:36:09 pm »
I currently have 202 bytes in java, and I'm already pretty much stuck at optimizing it.

116
Miscellaneous / Re: Post your desktop
« on: August 03, 2014, 03:54:28 pm »
I finally set a background for my computer. I think the colours of this image fit the default Ubuntu theme perfectly.

117
Community Contests / Re: Code Golf Contest #2
« on: July 28, 2014, 03:05:13 pm »
Looking over the solutions, I noticed that the shortest Java version does not process one string, but instead assumes someone has split it already
That's because java automatically splits the input, as long as the input string is not surrounded by quotes.

By the way, I had a smaller version, but I have been quite busy with other projects and I forgot to submit that one. Anyway, here was that code (169 bytes):
Code: [Select]
class C{public static void main(String[] a){String s="";int i=0;for(String t:a){try{i+=Integer.parseInt(t);}catch(Exception e){s=t+" "+s;}}s+=i;System.out.println(s);}}

118
TI Z80 / Re: [axe] 3D collision detection library
« on: July 25, 2014, 06:06:11 pm »
Wow, just ... Wow O.O stunning work ! I'll sure give it a try ! I assume it's intended to be used with GLib ?
It is indeed intended to be used with GLib, but it doesn't use any of it's routines. It only handles the collisions, not the graphics. Therefore, it should work fine with any kind of raphics you like, wheather it is GLib, your axiom, or even a tilemap (if I have time, I might make a tilemap example in the future).

119
TI Z80 / [axe] 3D collision detection library
« on: July 25, 2014, 01:55:59 pm »
So, I've written a library to handle collisions in a 3D world.

I'll explain the features used in the demo based on some screenshots:

Demo room 1


The main feature of tis octogonal room is that it has diagonal walls. It may seem like something ordinary, but diagonal walls are actually quite complicated, and most raycasting engines are unable to render diagonal walls.
This room also has a pillar in the middle that demonstrates a use of the collision hooks: it starts to rise when something (the player) is on top of it, and it descends again when nothing is on top of it.
Nothing here
Demo room 2


This is the most complex room (especially when it comes to rendering) of the demo, so I cheated a bit and used 15MHz for this room. All other rooms do run at 6MHz though.
Anyway, this room is to demonstrate how moving platforms can be used. The horizontally moving platform uses a collision hook to move any objects on it with the platform, while the vertically moving one can work witouth a hook because of gravity.
Ignore this text
Demo room 3



This is just a simple hallway.
Simple white line
Demo room 4



This room uses a floor with a collision hook to create a trampoline. When you hold down the jump key (2ND), you gain a bit of altitude with every jump, when you don't hold 2ND, you lose a bit of altitude with every jump untill you stand still. Jump trough the window to get to the next room.
YAEL (yet another empty line)
Demo room 5



This room uses a ghost object to detect if the player is above the pit, and adjusts the shape of the room to make the player fall.
Last line of transparent text
Demo room 6



This room uses yet another ghost object to detect if the player is in a certain area: When the player is inside the "teleporter", it shows some text, and when the player presses ALPHA, it loads the first room again.
That's all the demo has to offer.

If you are interested in using this library, then check out the file "collision library.txt" in the zip that I'll attach to the post. It contains the documentation about everything the library has to offer.

120
Gaming Discussion / Re: Zelda discussion
« on: July 25, 2014, 08:39:43 am »
Well, if you have played Ocarina of Time, it kinda makes sence. The first time child Link goes into the temple of time, he gets sealed in the temple untill he becomes an adult. Because the hero (Link) has been gone for such a long time, Ganondorf was able to destroy Hyrule. This is the "Hero is defeated" reality.
I don't really remember what happened in the storyline next, but eventually Link manages to defeat Ganondorf. Because he is an adult then who has missed most of his childhood, he gets send back in time to relive his childhood. This reality is then witouth link again (since he got send back in time), and this is the "Adult Era" reality.
The reality Link is sent to to relive his childhood is the "Child Era" reality.

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