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Messages - Builderboy
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586
« on: December 12, 2011, 07:22:22 pm »
Do rectangles clip, or do they behave like lines?
I believe they clip properly on the right and bottom sides correctly, but not the top or left sides (probably because it doesn't treat the position coordinates as signed). As for your random code, I tried it myself and could not replicate your error, maybe it has something to do with the surrounding code, or what you do with A and B afterwards? Does Dispgraph^rr or whichever one makes 4scale change either of the two buffers?
None of the display routines should change any of the buffers
587
« on: December 12, 2011, 03:44:47 am »
I use that command for some of my more advanced physics, it can be quite useful ^^ This does pose an interesting conundrum though, and I feel the best solution would be to introduce some sort of optional syntax to choose a specific storage location. Something like 8*^(r1)A->B. Which would compute 8*^A, store the ordinary part into B, and store the extra part into r1. It does look a bit messy, but it is a fairly advanced operation
588
« on: December 12, 2011, 02:28:58 am »
*Builderboy votes for using super fast multiplication *
589
« on: December 11, 2011, 01:24:38 pm »
I've gotten random errors from time to time that archiving/unarchiving fixes. o.O
590
« on: December 10, 2011, 03:36:19 pm »
Yeah there is a window over the console, the wall/pillar is cutting off the beam equally on both sides
591
« on: December 10, 2011, 03:34:27 pm »
Congrats Mr Grandmaster Maybe next tournament I will have improved enough to actually take home a win
592
« on: December 09, 2011, 08:04:42 pm »
The gradient you see is just part of the natural flashlight beam, as there isn't any part of the counter that affects shadows. The little console light might be making it hard to see, but the flashlight naturally has a gradient at the edges of the beam on both sides.
593
« on: December 09, 2011, 07:51:33 pm »
What do you mean by 'It wraps around like normal light'? Or by acting like a corner?
594
« on: December 09, 2011, 07:40:02 pm »
So what did you mean by gradient-y? I can't see any odd graphical errors in that screenshot, unless you meant it was a mistake in recognizing a crate on your part?
595
« on: December 09, 2011, 01:50:31 pm »
You could use InData() It does exactly what you describe, and is a built in Axe command ^^
596
« on: December 08, 2011, 09:51:56 pm »
Yeah I've realized that the reason the cursor isn't showing up is because for some reason the game isn't even loading the main menu I think it might be another Greenfoot bug but I have to run some more tests...
597
« on: December 08, 2011, 09:40:54 pm »
Glad you guys are liking it! BlakPilar, would you be able to take a screenshot of the two different lighting cases? I can't seem to replicate the effect you are describing, or either don't quite know what you mean. I also just realized that for some reason my custom cursor effect isn't working so I have to work on getting that fixed
598
« on: December 07, 2011, 07:38:24 pm »
More generally, you can save up to 7 values between 0 and 99 in one element (one real number) in the form 0.AABBCCDDEEFFGG, where each pair of letters is a value to save. To get the xth value in variable Y, use iPart(E2fPart(YE[2x].
Actually it's closer to 6 values, as TI squanders a digit's worth of precision if the number is 14 digits long in the fpart/ipart section.
It does? I believe it carries all 14 digits at all times without rounding, it just doesn't display them all when you use Disp or access on the homescreen
599
« on: December 07, 2011, 07:20:51 pm »
Continuing in that vein, I'd like to bump stack access. Both of the suggestions I've seen (using π as a pseudo-variable to access the stack and having a command Save(VAL1,VAL2) that evals and pushes VAL1, evals VAL2, then pops the stored value of VAL1) sound good.
I believe Quigibo is implementing the Save() command like you suggested
600
« on: December 07, 2011, 06:29:33 pm »
Yep the answer is 100, and this can be derived quite easily without any sums of sequences. The bikes travel 1M/S to close a distance of 50M, This would take 50 seconds. The fly travels a constant velocity of 2M/S regardless of direction, and it does so until the bikes meet each other, so 50 seconds. If the fly travels at 2M/S for 50 seconds, that equates to 100M total
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