This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - Belberith
Pages: [1]
1
« on: July 11, 2011, 02:46:57 pm »
Try this? It's just a different method of calculating the factorial.
#include <stdio.h>
int main(); double factorial(double n);
int main() { int n; scanf("%d",&n); int i; for (i=0;i<n;i++) { double x; scanf("%lf",&x); printf("%lf\n",factorial(x)); } return 0; }
double factorial(double n) { if ((n == 1) || (n == 0)) { return(1); } else { return(n * factorial(n - 1)); } }
2
« on: July 11, 2011, 02:19:50 pm »
Ooh cool. I probably wouldn't be able to give very much code suggestions since there would be a LOT of calc-specific functions and events. I'll take a look at the PC programming section though, thanks.
3
« on: July 11, 2011, 02:15:37 pm »
Yeah, should be. From what I've seen of the amazing programming coming out of you guys it's more than feasible if someone were to put their mind to it.
4
« on: July 11, 2011, 04:05:09 am »
Possible idea: A Nano Wars/Galcon/Galactic Conquest type game.
5
« on: July 11, 2011, 03:55:52 am »
@Zippy Ok, sure. @Sir Yes, I know how to behave on forums.
6
« on: July 11, 2011, 03:39:28 am »
Hmm... *Looks at forum list for random things to quickly spread 32 posts over*
7
« on: July 11, 2011, 03:13:23 am »
Thanks Art. Mind you I'll probably disappear permanently from these forums once I'm done Motherload, since that's what attracted me here. Nice to "meet" y'all though.
8
« on: July 10, 2011, 11:53:25 pm »
Well at least you have a bunch of big stuff such as the tile generator, physics, and map scroller. (Well, I don't know if the map scrolling is all that big or not, I don't do a lot of calc programming.) And the live HUD stats.
9
« on: July 10, 2011, 11:50:05 pm »
Oh ok. I really hope you find a backup... Edit: Thanks ztrumpet!
10
« on: July 10, 2011, 11:44:40 pm »
:O No! (...You didn't take backups of this when you got all that done...?)
11
« on: July 10, 2011, 11:00:42 pm »
Yeah. I have only two suggestions: The money bar seems a bit too small at only 4 characters. You'd have to do a TON of scaling down of prices (or just completely make up your own I guess). I noticed that you have one extra space on the HUD which CAN be used: Money12345Hull100% Cargo100%Depth0000 My other suggestion is that if you get too concerned about space but still want to add more stuff you could just knock a column off the side. PS I just noticed that you guys have a "Link to xkcd comic" button above the reply box!! I love you guys now!!
12
« on: July 10, 2011, 10:48:52 pm »
You're welcome, and thank you! Oh ok. I'm just a perfectionist, therefore when I'm programming based off another game I try to make it as much like the original as absolutely possible. And that's awesome! I was concerned since I've had games die on me before. Motherload will be the third of six games that I will have actually finished.
13
« on: July 10, 2011, 10:35:13 pm »
I've finally finished reading through all 22 pages watching the development of this game. It's AWESOME! I came across this thread while googling specs for Motherload (I'm programming it in a different language, Lua) and the detailed (and semi-official) specs I found will free up a TON of memory for you. I'll post the link, but here are the most pertinent specs: "The digging area is 34 squares wide, and the depth is 584 squares." <-- This looks right, because the surface building widths match up and the depth looks accurate from the quick block generator I made to go that depth. Link: http://forums.xgenstudios.com/showthread.php?32229-Motherload-Advanced-tips-info-and-strategies.&highlight=rock+depthAnother link (this is an official Motherload fan site with basically all of the other specs and info): http://www.motherloadkb.com/Also, I do apologize if this sent you all notifications and got your hopes up again.
Pages: [1]
|