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Messages - Jonius7
Pages: 1 ... 7 8 [9] 10 11 ... 129
121
« on: July 21, 2013, 04:11:14 am »
Hi steven8tor! I think I do remember you but I can't be sure because I think your avatar picture changed. I recognise avatar pictures and associate them a lot more with the username
122
« on: July 21, 2013, 03:34:15 am »
I'm trying it on an emulator at the moment because my current Clickpad is out of batteries (I really should get a CX), but how do you move the box outline that indicates where you place/break a block? I can only interact with blocks to the right of the player's head.
123
« on: July 21, 2013, 03:07:57 am »
@AnToX98: Wow, thanks and congrats to you! My french is very poor but I undestood the most, really nice review! Maybe I'll add french translations for the great french community!
PS: Just noticed that "Skript" is actually german... I meant "Script"... Now I can replace that dang letter everywhere! 
Oh right at first I thought it might have been a mistake, but then I thought it was intentional, for a unique name to your program! Great news on v0.3! I have never needed to use [[string]] before. I'm not sure what it does.
124
« on: July 21, 2013, 02:26:57 am »
So I think I need a bit more explanation with Lua classes. I got interested in them when I was trying to understand the owllibrary code. http://ourl.ca/14610It had all this syntax that I didn't quite understand and the ordering and many cross-references between functions got me confused. So I read a bit of stuff on wiki, inspired-lua tutorials, some omnimaga topics and compasstech (not intently though, I kinda got it, but maybe not enough to use it) so from what I gathered, here's an example with code taken from owllibrary. Coyote = class()
function Coyote:init(x, y, width, height, options) options = options or {} self.x = x self.y = y self.width = width self.height = height self.tiles = {} self.controls = options.controls or {up = "up", down = "down", left = "left", right = "right"} self.player = {} self.tileSize = options.tileSize or 16 self.scrollThreshold = options.scrollThreshold or 1 self.outOfBoundsColor = options.outOfBoundsColor or {0, 0, 0} self.tileCount = 0 end
Q1: This is more of a confirmation. Does self refers to the classname itself? So self.x would refer to Coyote.x in this case? Likewise for the others? Q2: What does . refer to? From what I gather it would mean it would add it to a list/table so that if Coyote was called up, you'd get Coyote == {"x"==x, "y"==y, "tiles"=={} etc...}. Is this right? Q3: How does or affect the variable assigning? in self.controls = options.controls or {up = "up", down = "down", left = "left", right = "right"}, does that mean self.controls becomes both possible values? This is one I'm stumped on Q4: Also another one, I've never been very confident in what return means (even though I've encountered it in several languages such as JavaScript. I've known it to return a value if it refers to a variable but it seems that elsewhere in the code it can represent some other things too? Clarification? Q5: Generally I don't understand classes enough, I don't think I finished reading through the inspired lua tutorial though. Might go back and read it  Thanks for your help in advance.
125
« on: July 19, 2013, 06:31:37 am »
Yeah it's great. I guess one of the next priorities for kArmTI is to make it open source. Perhaps it can contribute to an even better emulator in the future! I like the skin editor with the ability to edit .skn files though.
126
« on: July 19, 2013, 05:48:27 am »
About the save load function, On first load of the document, I found out that the load option was greyed out. Going back to the home menu and coming back to the document worked though, and also showed my previously saved documents, which I couldn't access before. I like the syntax colouring now, it's much more comprehensive. I tried a few commands (if, end, function) all nice blue font, and stuff in "quotes" was highlighted in purple. It's really quite good and almost feature complete and I love the import via clipboard option. That makes things much easier for importing stuff from oclua
127
« on: July 19, 2013, 05:34:56 am »
Yes he used the J04. Thanks for your explanation critor  Here are two possible ways to solve the problem: 1 Find out a syscall under boot 2 which can modify either manuf or ASIC. 2 Make nLaunch work. (IMHO nLaunch bypasses all the check of manuf and ASIC)
If nLaunch were to work, would the configuration outside of the nLaunch program still be in a 'bricked' state? Hopefully that would at least work as a temporary solution.
129
« on: July 17, 2013, 11:23:59 pm »
Never mind I figured it out. The correct way is eg[4][6] It was another bug in the code that was holding it back. Sorry for double post. PS: This code, I'll be releasing soon as a new project, but I don't want to reveal anything until I make further progress
130
« on: July 17, 2013, 11:10:55 pm »
Taking out my boat on a semi-daily basis. Working on a program to keep track of computer lab reservations to be used by teachers in my school. Collaborating with pimathbraniac on secret project 
Marchin' Band
secret project with epic7
prelude #2
Cmon guys, I'm in on this as well! I'm doing prelude #3.
131
« on: July 17, 2013, 11:05:08 pm »
How do you reference a particular value in an array, like a matrix (such as in TI-BASIC, Casio Basic)
Here's an example array:
eg = {{1,1,1,2,2,1,3,1,1,1,1,1,1,1,1,1,2,2,2,2,2,2,3,2,2,2,3,1,3,3,1} ,{1,1,2,2,2,1,3,3,1,1,2,3,3,3,3,3,1,1,1,2,2,2,2,2,3,3,3,3,3,3,1} ,{1,1,3,3,3,1,1,1,3,3,3,3,3,1,1,1,2,2,2,2,2,3,3,3,3,3,3,1,2,2,2} ,{1,1,3,3,3,1,3,3,3,2,2,2,1,3,1,2,3,1,3,2,3,1,3,2,1,3,3,1,1,2,1} ,{2,2,3,3,3,3,3,1,1,1,1,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3,1,1,1} ,{2,1,3,2,3,1,3,3,1,1,2,2,2,2,1,1,1,1,1,2,1,2,2,3,3,1,2,3,1,2,3} ,{3,3,1,1,1,2,2,2,3,1,1,3,2,1,3,2,1,1,1,2,2,1,2,2,3,2,3,3,3,3,1} ,{3,1,2,3,3,2,1,3,1,2,3,1,3,1,2,2,1,2,1,2,3,1,2,3,1,2,3,1,2,3,1}}
How would I for example reference the 1 in the 4th row, 6th column?
Or am I not thinking in Lua programming terms and this shouldn't be used?
I've tried eg[4][6] and eg [4,6] but they didn't seem to work.
132
« on: July 17, 2013, 05:20:56 am »
what does __varname mean?
example:
-- Class definition system class = function(prototype) local derived = {} local derivedMT = { __index = prototype, __call = function(proto, ...) local instance = {} local instanceMT = { __index = derived, __call = function() return nil, "attempt to invoke an instance of a class" end, } setmetatable(instance, instanceMT) if instance.init then instance:init(...) end return instance end, } setmetatable(derived, derivedMT) return derived end
133
« on: July 15, 2013, 01:03:45 am »
My head is spinning a little bit after all those posts about the Post Ratings, which is all good and great discussion, but it's important to get back on topic.
- I noticed in v0.1.1 that the program doesn't load on the display until you press a button. Nice touch, though initially a bit confusing. - The save dialogue works but either doesn't refresh right away or is taken away by input from the coding window (you can still move around it while the save dialogue is open. I'm sure that shouldn't be too hard to fix. - Does load work only after you exit the program and re-open it? - Other than that, looks and works great. - Perhaps you could add syntax colouring for if, end, function etc.
134
« on: July 15, 2013, 12:32:53 am »
Also bug report: Since the new theme was installed, the drop down selector on the front page portal no longer saves your theme settings. It chooses the new theme if you confirm, but when closing/re-opening Opera, it reverts back to the default theme. So far it appears to work fine if you change the theme via Profile->Layout preferences, though. It has always been that way.
If you change the theme from the drop-down on the front page, it only changes the theme for the current session. To change your theme permanently, you need to go to Profile > Look and Layout Preferences.
If it's possible, I think the front-page menu should be a permanent option.
Aha that makes sense, I would usually change a theme via the home page but it would only be temporary, though I still like v5 the best. Also I like Stefan Bauwen's idea of adding a blue transparent layer on top of the calcs, perhaps 20% opacity would look nice?
135
« on: July 14, 2013, 01:59:48 am »
As the new champion of this game I am going to offer everyone some tips  : Keep directly below/slightly ahead of the insect/fly as it drops eggs, don't be on the other side of the screen when it drops eggs because you won't be able reach them. Take care when eggs rebound off the edge of the game screen, I lost most of my lives due to miscalculations to where the egg was going to drop after it rebounded.
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