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 - Scipi
1
« on: July 21, 2019, 04:44:01 am »
7642: You necro ancient threads BECAUSE MEMES NEVER DIE!!! 7643: You pop up after years of inactivity to necro an old thread (hi guy's, how've you been?) c:
2
« on: July 01, 2016, 11:24:50 am »
7617: We repeat stuffs in here. A lot. 7618: We necro stuffs in here. A lot.
3
« on: June 22, 2015, 08:52:07 pm »
I might not be able to submit an entry because I have no idea how to generate de Bruijn sequences I'll still make an attempt, though
4
« on: June 22, 2015, 12:56:03 am »
IMO, 11:59:59 PM ET Sunday would probably be better for those who don't have time through the week.
I thought the deadline ended Sundays I agree, though, it would make more sense for the deadline to be Sunday rather than Saturday.
5
« on: June 16, 2015, 03:53:30 pm »
I'm kind of screwed with long function and define names in the library I'm using. I could get mine well below 200 if I went in and renamed a few things, but I don't know if that's considered cheating or not.
6
« on: June 15, 2015, 04:28:42 am »
Down to 287 bytes in GBA C ^_^ I can probably cut it down to somewhere below 250 if I can eliminate a for-loop somewhere.
7
« on: June 15, 2015, 12:18:37 am »
I had a feeling Conway's Game Of Life would be one of the challenges. Kind of hoping to see Langton's Ant appear, as well
8
« on: June 12, 2015, 10:19:38 pm »
I did an attempt in TIS-100 and got 392 bytes (337 if not counting header/extra whitespace in the save file)
9
« on: June 11, 2015, 05:46:29 pm »
I'm down to 137 bytes
10
« on: June 08, 2015, 07:03:16 pm »
I've taken a stab at it in C again and my first attempt is 155 bytes. I've targeted the GBA to make things much shorter.
11
« on: January 01, 2015, 10:26:20 pm »
So I finally got some of my IRL commitments taken care of and had time to work on Chess Wars. I've implemented mouse controls. You now use the LMB to select and RMB to deselect. WASD and Space have been disabled since they are not needed currently. Download: http://bit.ly/1xyNbQPNext up will probably be either further balancing/making armies more manageable, or making larger tiles. I'll likely be working on increasing the tilesize from 32 to 64 once I start making some proper sprites for units and terrain.
12
« on: December 12, 2014, 12:41:18 pm »
Success! Product ID submitted. Decoded information:
fx-CG 10 assembled in March 2011. It was the 57123rd unit produced that month.
Information associated with this product ID:
Current OS version: 01.02 Original OS version: 01.02 I forget when the "purchase" date was, but I got it through the training course Casio held a few years back where the first 300 or so to finish got a free Prizm.
13
« on: December 11, 2014, 08:08:56 pm »
A little trick to movement that could help, if you know enough about timers you can get the amount of time the last tick took in seconds and multiply that be a speed value to get x pixels per second. That's how I do animation in all my games, at least. You can also make a color transparent in VB.Net using the Bitmap.MakeTransparent() method. It'll take a color as an argument, and in that bitmap it'll make any pixel with that color transparent. So in the case of your sprites, that would be white. http://msdn.microsoft.com/en-us/library/8517ckds(v=vs.110).aspx?cs-save-lang=1&cs-lang=vb#code-snippet-1For AI firing, you might want to consider having the AI fire at the player, but generate a random offset for the angle of firing so that there's an unpredictable error to it. So far the game is too easy.
14
« on: December 11, 2014, 05:34:00 pm »
I hope you made it able to cross-compile?
So far I don't have any platform specific code, although I'll have to introduce some to ensure the window loads in focus. It should be real easy to make versions that do this for Mac and Linux, though. I could see something like this being pretty sweet on the TI-84+CSE as well...
So far I don't have the knowledge to port to calcs, but it's not too hard of a game to make so it could be a possibility. I would also strongly consider it if there was an easy way to develop programs in C++ for calcs, since from there it's just changing some library code to not depend on SFML and libnoise.
15
« on: December 11, 2014, 12:34:53 am »
This is for computers?
Yes, it's programmed in C++ using SFML for the graphics and input handling and libnoise for the perlin noise generation.
|