Author Topic: [BULLETIN] Cage Matches  (Read 163457 times)

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Offline Raylin

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Re: [BULLETIN] Cage Matches
« Reply #435 on: January 13, 2011, 05:24:49 pm »
Yep yep. :)
Bug me about my book.

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Re: [BULLETIN] Cage Matches
« Reply #436 on: January 13, 2011, 05:25:21 pm »
*rolls up sleeves*
Lets.  Do.  This.

Offline Raylin

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Re: [BULLETIN] Cage Matches
« Reply #437 on: January 13, 2011, 05:25:34 pm »
STRAIGHT. UP.
Bug me about my book.

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Offline AngelFish

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Re: [BULLETIN] Cage Matches
« Reply #438 on: January 13, 2011, 05:26:04 pm »
Should I be scared of facing off against Builderboy *and* Sircmpwn?  O.O
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SirCmpwn

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Re: [BULLETIN] Cage Matches
« Reply #439 on: January 13, 2011, 05:27:55 pm »
Be afraid, Qwerty.55.

Offline yunhua98

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Re: [BULLETIN] Cage Matches
« Reply #440 on: January 13, 2011, 05:29:00 pm »
Should I be scared of facing off against Builderboy *and* Sircmpwn?  O.O

Yes you should, but I hope that doesn't mean you won't try.  ;)
Its a good learning experience.

I'm afraid I have to decline cause I'm in an Axe mood now and keep on doing getkey->K:If K=1 ... If K=2...

plus I have an active project ATM...

Spoiler For =====My Projects=====:
Minor setback due to code messing up.  On hold for Contest.
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Have you seen any good news-worthy programs/events?  If so, PM me with an article to be included in the next issue of CGPN!
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Offline AngelFish

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Re: [BULLETIN] Cage Matches
« Reply #441 on: January 13, 2011, 05:31:52 pm »
Yes you should, but I hope that doesn't mean you won't try.  ;)
Its a good learning experience.

Well, it certainly will be. It's the second most ambitious BASIC project I've ever undertaken.
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Offline willrandship

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Re: [BULLETIN] Cage Matches
« Reply #442 on: January 13, 2011, 05:33:04 pm »
I would like to. Don't expect anything fancy though, like another exodus. I might try the whole dual layer thing though. 4000 bytes is pretty big in BASIC. The only time I ever made a game that big was because it used a lot of picvars :P

Now, I wish you had given a category, I need to think of what to do!
« Last Edit: January 13, 2011, 05:38:48 pm by willrandship »

Offline FinaleTI

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Re: [BULLETIN] Cage Matches
« Reply #443 on: January 13, 2011, 05:39:14 pm »


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline yunhua98

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Re: [BULLETIN] Cage Matches
« Reply #444 on: January 13, 2011, 05:40:51 pm »
I would like to. Don't expect anything fancy though, like another exodus. I might try the whole dual layer thing though. 4000 bytes is pretty big in BASIC. The only time I ever made a game that big was because it used a lot of picvars :P

Now, I wish you had given a category, I need to think of what to do!

I thought Exodus was Horizontal text sprites?

Spoiler For =====My Projects=====:
Minor setback due to code messing up.  On hold for Contest.
<hr>
On hold for Contest.


Spoiler For ===Staff Memberships===:






Have you seen any good news-worthy programs/events?  If so, PM me with an article to be included in the next issue of CGPN!
The Game is only a demo, the code that allows one to win hasn't been done.
To paraphrase Oedipus, Hamlet, Lear, and all those guys, "I wish I had known this some time ago."
Signature Last Updated: 12/26/11
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SirCmpwn

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Re: [BULLETIN] Cage Matches
« Reply #445 on: January 13, 2011, 05:54:16 pm »
* SirCmpwn takes photo of self.
* SirCmpwn shops photo.
* SirCmpwn posts photo.
Be intimidated.

Offline willrandship

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Re: [BULLETIN] Cage Matches
« Reply #446 on: January 13, 2011, 05:56:25 pm »
No, it used dual layer text. That's why the Player char is an X and not a sprite of some sort.

Nice photo sir :P

Offline Michael_Lee

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Re: [BULLETIN] Cage Matches
« Reply #447 on: January 13, 2011, 05:59:31 pm »
@ SirCmpwn: You even made that your avatar?  Somebody's excited ;)

This is going to an EPIC contest.
My website: Currently boring.

Projects:
Axe Interpreter
   > Core: Done
   > Memory: Need write code to add constants.
   > Graphics: Rewritten.  Needs to integrate sprites with constants.
   > IO: GetKey done.  Need to add mostly homescreen IO stuff.
Croquette:
   > Stomping bugs
   > Internet version: On hold until I can make my website less boring/broken.

SirCmpwn

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Re: [BULLETIN] Cage Matches
« Reply #448 on: January 13, 2011, 05:59:59 pm »
Well, I wasn't going to make it my avatar until it was too epic to pass up.

Offline AngelFish

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Re: [BULLETIN] Cage Matches
« Reply #449 on: January 13, 2011, 06:04:06 pm »
Builderboy's probably watching this and laughing because he's already coded an entire high precision physics engine :P
∂²Ψ    -(2m(V(x)-E)Ψ
---  = -------------
∂x²        ℏ²Ψ