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Topics - miotatsu
1
« on: June 12, 2011, 10:13:05 pm »
I added one of these to mionet and was thinking it would maybe be useful here as well. for example I have a video that had to be audio swapped on youtube, while on niconico you can view it as it was originally intended, this tag would provide a nice alternative for people who have a nico account and/or want to share something from there. bbcode: [niconico]http://www.nicovideo.jp/watch/sm{IDENTIFIER}[/niconico] html: <script type="text/javascript" src=" http://ext.nicovideo.jp/thumb_watch/sm{IDENTIFIER}"></script>
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« on: May 09, 2011, 08:17:21 pm »
I am interested in compiling my C++ games for windows for obvious reasons, but do not have a computer that runs windows. I do have a backup of an image of xp for use with a virtual machine but I would rather not use windows at all if it can be avoided. I know that it is possible to compile a windows executable (such as mingw with wine?) but I don't know the details for setting a system up to do it. I know what needs to be changed in the code itself for it to work on windows, I just need to know how to compile a windows executable from a linux pc. Can anyone here help me?
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« on: April 23, 2011, 06:24:45 pm »
I have been pretty inactive here lately, but I am still around and still working on things. one project that I have been working on the most is meiro, which is being developed my the members of mionet, I am doing the programming for it. The full development topic on it is currently open for anyone to see at mionet, but will be hidden when the game is ready for alpha testing. I am going to probably post youtube videos for every test and update unless it has spoilers in it, and I will put them on this topic for you guys to see. I will also post here when the game is finished so you can all check it out test 1: loading a state test 2: changing states test 3: music and fade effects test 4: cutscene 07 May 2011 UPDATE: added exception handling, if files fail to load it will now leave a nice error message in the console if it was launched from command line. I will not make a video of this as it is more of a technical feature and not a content feature. 10 May 2011 UPDATE:here is a demo for windows which I compiled to test out the cross-compiler environment I set up today! the content is the same as shown in the last test video. http://www.mionet2.com/Meiro/demo2.tar.gzchances are to run it you will need two more dlls, which I have uploaded here: http://www.mionet2.com/Meiro/dlls.tar.gzabout the demo: first song is Hiding Away by InvaderKED and the second is Kevin (Don't Give Up) from George & Jonathan - The Best Music images were all made in Gimp. the content consists of a title screen, which will play a short cutscene if you idle on it. there is also an unfinished player selection screen. If you press enter at that screen the game will close. known bugs: pressing back (q) on the player selection screen causes the game to crash.
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« on: December 29, 2010, 08:48:17 am »
I left out Tea Eye Basicomp as it was a joke name and B-- because of it sounding similar to B and C--.
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« on: November 30, 2010, 01:29:48 am »
I am wondering if there are any tutorials on 8-level greyscale/if someone could explain to me basically how its done. I would like to write my own greyscale routine but I was sad to see there was not much info about it online... :<
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« on: August 03, 2010, 08:39:24 pm »
vote for your favourite piworld pi sprite here, I will use the feedback to create a new set of sprites which I will also put up for voting! the sprites are listed like this: 0ABCD 1 2 3
Here are the sprites: You can vote up there^^^ and post your vote and why you chose it down there vvv.
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« on: July 17, 2010, 06:03:41 pm »
I have been looking into Axe lately. Although I am not officially working on the calc version of piworld right now (I am working on the pc version) I do want to convert piworld to axe once I do work on it and I have some upgrades in mind. The first thing I want to do is get actual sprites instead of ascii art and the second thing is grayscale graphics. So are there any good tutorials for Axe about those things? Or will I just have to study example code?
:{O
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« on: July 08, 2010, 02:51:07 am »
========================Piworld Progress Update #1========================
Total Progress: [..........] (<10%) Screenshot/Demo: n/a Things finished: n/a Things being worked on: Due to not being done with the progress tracker, I will post updates on it instead of piworld until it is complete. ===SAO Progress Tracker Progress Update #1=== - Total Progress: [++++++++..] (>80%) - Screenshot/Demo: The spritesheet. (attached) - Things finished: GUI, most of the internal functionality - Things being worked on: - I am splitting the source into multiple files. I am also adding support for Text with SDL_TTF. - SPOILER!: n/a ================================ SPOILER!: You can get a sneak peak at potential piworld music if you can play ogg files at: (dead link) also note that I am behind in adding some tracks. If you would like to contribute a song that you have written, please send me the file in wav or ogg format along with written permission for its free use in Piworld and any Piworld related content. This however does not guarantee that your piece of music will be used. If your music is chosen your name will be included in the credits and you may receive exclusive pre-release content as a reward! ===================================================================
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« on: May 07, 2010, 10:20:47 pm »
http://pastie.org/951047^Its a 3-bit full adder but it doesn't work So i need help debugging it and stuffs if you dont know what a full adder is (and i do have a working 1-bit full adder) it is: http://en.wikipedia.org/wiki/Full_adderif someone knows about full adders i would appreciate it if they could help me debug it I Can't figure out what is exactly wrong with it, but i know it properly overflows when you give it 111+111 and it gives the correct answer when you give it 000+000 nothing else seems to be working quite right
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« on: April 27, 2010, 09:24:35 pm »
I started writing a tutorial for lolcode, the tutorial will be geared towards people with little to no programming experience it is being cross posted from http://s1.zetaboards.com/mionet/topic/3249388/1/?x=0#post246898the tutorial is still a work-in-progress What is it? Lolcode is an esoteric programming language. It is a simple language that at one time had a decent sized community. That community is now pretty much dead and the language is no longer improved. This is sad because the language has so much potential, but it makes for a great language to learn to program with.
So how do I do it? You will need either an interpreter or compiler that is compliant with the 1.2 spec
Hold-up, What? An interpreter is a program that reads code that you wrote and translates it into an action that the computer can perform during run-time. A Compiler is a program that does all that converting and then packages it into a standalone file so that you can run your program without needing to have an interpreter, it is also a lot faster because your program does not have to be "translated" as it is running.
Okay so where do I get one, and what was that about 1.2 something or other? I have had good luck with Interpreters, you can find a good one here: http://www.microngamestudios.com/lolexec.html
And the 1.2 thing? A specification (spec) is just a standardized definition of what the language should include and information about it. lolcode has gone through 1 major spec and is on the second minor revision, there is also an incomplete 1.3 spec but I recommend you stick with 1.2, incomplete = naughty naughty you dirty boy, stay away from there. ;O
What is the point of having a spec? You need rules to play The Game. ;O Different interpreters and compilers will "translate" your code in different ways. If you make sure your interpreter of compiler is 1.2 compliant that means that if you type in code that is compliant with the 1.2 spec your program will run just fine. You don't want icky bugs in your program because of a non-standard compiler or interpreter!
Oh Oh I see :O but where do I find the 1.2 spec? It can be found here: http://lolcode.com/specs/1.2
Okay now I have all the stuff i need, i opened the spec in a tab of a good browser like Firefox, bookmarked it, and downloaded that interpreter, so how do i start programming? Lets start by making an Example program:
HAI 1.2 I HAS A NAME VISIBLE "NAME::"! GIMMEH NAME VISIBLE "HERRO " NAME "!" KTHXBYE
What? lets start by setting up that interpreter, go to the zip file and find the executable file inside, copy it wherever, I put mine on the Desktop next we will want to associate lolcode files with the interpreter, this just means that we can double click the source code file and it will automatically run it, heres how: copy that example program i made up there into a blank text file with a text editor like Notepad. Save the file as <name>.lol (.lol is the standard file extension for lolcode programs) and set the file type to "All files" Right click the newly created file and choose properties Under the General tab you will see the option Opens with: blahblahblah [change...] click the change button and then the browse button in the next window, now just find the interpreter wherever you saved it. Click Apply and then OK.
Okay I did that but whats that program you made do? Lets start by double clicking it and we can see for ourselves :{D A Console window should open with the text "NAME:" on the screen enter your name and press enter it should return: "HERRO (the name you entered here)!" "Press ENTER to continue..." (this line may vary between compilers and interpreters) If it worked good, if not make sure you set everything up correctly, if you did and it still does not work try contacting me under the CHAT page, I am usually on. (and if i am not you can always leave a message on the forums!)
Thats cool! but how did you do it? Lets take a look at that spec. Formating>file creation It explains that all code is put between HAI and KTHXBYE commands, these define the start and end of a program. also note that the 1.2 is ignored, you put it in there to signify that your code is 1.2 compliant. Next up is I HAS A NAME Whenever you want to store a value you must first declare the Variable you want to store it to, I created a variable called NAME, we will store the users name in it. you could now store something to it by saying NAME R (number or string here) you can also give a value to a variable as soon as you declare it, this is done with ITZ I HAS A NAME ITZ (value here) We want the user to input their name so we will just leave it null for now (nothing assigned to it yet) Next up is VISIBLE "NAME::"! VISIBLE is the command to output something to the console, you can include multiple things to output and there are some ways to format it, we will want it to say "NAME:(input)" first thing you will probably notice is the ::, : is used to define some formats, here is a list: :) represents a newline (\n) :> represents a tab (\t) :o represents a bell (beep) (\g) :” represents a literal double quote (“) :: represents a single literal colon (:) note that there are 3 more as well but at least 2 of them are not supported in lolexec, they aren't of major importance so i won't cover them, you can look them up if you want in the spec. you will see that :: just means :, this is because : is used for stuff but if you want to literally display :) it would think you meant new line, the extra : tells it that thats not what you want and so it is used to make sure that everything works nice and dandy. the only other major shocker here is the ! at the end, this just tells it to stay on the same line, normally it will automatically stick a :) on the end of the VISIBLE command alright so we covered that, next up is the input: GIMMEH NAME GIMMEH is a simple command, it only will accept one input per command and only a variable we have a variable don't we? yeah thats right, we called it NAME! this will cause the program for you to wait until there is input and the enter key is pressed then it stores the entered stuff into the variable as a YARN (a YARN is a string of characters) so now we have a YARN called NAME and it has a name stored in it, lets output it! VISIBLE "HERRO " NAME "!" back to VISIBLE, its the same as before just note that it can do multiple expressions. (we did 3 here) also note that "" defines text, if you don't have "" it will assume its a variable. If you output a variable it will dump the contents of the variable on the screen. Finally we end the program with KTHXBYE.
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« on: April 10, 2010, 02:41:42 am »
okay so a graphing calculator can take an angle and return an answer based on a trig function amirite? like you can do sin(45 on a ti-84+ homescreen and it returns the sin of a 45 degree angle correct? If that is correct i am really confused, because i just learned about sin/cos/tan in school and apparently they are just side/angle relationships of a triangle for instance sin is supposed to be
opposite side/hypotenuse but if you only are inputting an angle then how on earth does it know what the opposite side AND the hypotenuse are?!?!
i really want to figure this out because until i do i will never be able to understand trig. ;.;
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« on: March 30, 2010, 11:49:04 am »
I made an AMV and figured now that we have an anime/manga board it would be good to post or something its my first AMV and its my first time using kdenlive so its kind of simple and not the best and stuff so lets post and rate AMVs and stuff! :{O
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« on: March 15, 2010, 02:39:46 am »
I have been working on a map editor to release for pi day, but i did not make it in time, you can see my commentary on the attempt at http://twitter.com/Miotatsui promise i will release it soon!
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« on: February 20, 2010, 01:55:35 pm »
I will be rebuilding Piworld PC from scratch, and i have some big plans this time different from what i had before, the major differences i will reveal now are that it will have multi-level maps and better art, also some of the storyline will be altered but that shouldnt really make a differences since i never publicly announced anything about the planned storyline anyway ;p
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