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Messages - Michael_Lee
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661
« on: December 09, 2010, 07:12:24 pm »
You're welcome  Let us know if you have any other questions! Hope your project works out!
662
« on: December 09, 2010, 07:07:34 pm »
Hello! Welcome to Omnimaga.
You shouldn't worry about people stealing your program. If somebody does do that, then the community tends to get VERY angry at them (and shun them, and ban them, and dislike them in every way... Of course, looking at other people's code, and sharing ideas are highly encouraged. The calculator community tends to be very open-source). Of course, accusations of theft are equally disliked, which got a few people in trouble a while back when they got too paranoid.
1) If you don't like the idea of having to store x and y coordinates into two vars, you could just use modulus to combine them into one. If I do this: 335->A Then I could extract the x-intercept by doing 335^255 (which is 335 mod 255, which returns 80) and the y-intercept by doing 335/255 (which returns 1, because there are no decimals in Axe.) So basically, to store coordinates into one number, X-intercept+(255+Y-intercept)->variable.
2) To do sound, use the Freq( command. I don't know the exact numbers, but try experimenting with Freq(1250,(add any multiple of 1250 here)). This should get you a sound that is relatively low. (Of course, you need 2.5mm headphones to listen to sound with the calc...)
3a) First, you don't really need decimals at all. If I wanted to use decimals, I could just multiply the number by 100 (or better yet, 255), manipulate it, then divide it by 100 (or whatever you're inflating it with) when displaying on the screen (because a 64x96 screen is pretty inaccurate to begin with) That being said, I'm not entirely certain how I would make a project follow a parabolic path, but I would try adding gravity, simulating how much power is in the projectile, and simulate real life. You should probably ask Builderboy. He's good with physics.
3b) Inflate all the numbers (let's pick an inflation number of 255, because it's cool), use the standard y=mx+b slope formula, find out what the next number is, then divide by 255 (or the inflation number) again. Then use Pt-On (or whatever similar command)
4) Number^2 If this returns 1, it's odd. If it returns 0, it's even. (or perhaps its the other way around, but you should be able to figure it out)
Edit: Apologies if I didn't make much sense, or made mistakes - I'm a bit sleepy.
663
« on: December 08, 2010, 10:44:50 pm »
I especially like it when you die, with that transition screen. Although returning to homescreen every time seems a bit inconvenient.
Maybe you could try to add some 'bounce' to your character? The movement feels... a little linear to me.
664
« on: December 08, 2010, 10:38:43 pm »
Which can be found over the divide button by pressing [2ND].
665
« on: December 08, 2010, 11:10:39 am »
Hah, yeah. What would also be awesome if instead of giving the result, the program sometimes rickrolls you instead.
666
« on: December 08, 2010, 10:58:03 am »
Oh! User input could be the tunnel game! To set the first number (a) I would need in the first section to fly around trying to collect the exact number of coins (so if a = 5, I would need to collect exactly 5 coins). To set b, I could do triangles, and c could be squares... And a black circle will subtract everything by negative two...
667
« on: December 08, 2010, 10:55:19 am »
Well, for the objects, you could have a set of about 8 characteristics or so, like...
Flammable? 0 means no, 1 means I set other things on fire, 2 means explosive, 3-15 is on fire combined with how long it has before it dies. Scary? 0 scares nothing, 1 scares animals, 2 scares humans, 3 scares humans and animals Attack? 0 means it cannot harm, 1 though 15 describes how powerful it is... Harm? 0 means it'll die almost instantly, 1-15 describes how long it'll last, and 15 is immortal (unless they explode, or something) Magnetic? 0 means repel everything, 1 repels metal, 2, nothing, 3 attracts metal, 4 attracts everything... Movement? Size? Pickable? etc.
Then when every object is referenced, just run them through each other. Coding unique objects, like time machines and such would be tricky, but not too much, I think.
668
« on: December 08, 2010, 10:48:04 am »
Hmm... I should make a quadratic solver in Axe that get more accurate when you mash the buttons while it's crunching the numbers... I should also try incorporating a tunnel game somehow too...
669
« on: December 08, 2010, 10:45:35 am »
Yeah, Scribblenauts is AWESOME. The first time I realized I could create pterodactyls and black holes and time machines... Pure win.
Yeah, apart from the dictionary, I think any port of the game wouldn't actually be impossible, just difficult, but doable. But the dictionary...
670
« on: December 08, 2010, 10:39:43 am »
After owning and playing both Scribblenauts and Super Scribblenauts, I can probably say that any port of Scribblenauts would take up a huge bank of memory just for the dictionary. If one were to remove a bunch of usually unused words, and simplified the interaction between objects so that all objects could be described by a small set of characteristics, it might just be barely possible. Maybe. And you're not a newbie
671
« on: December 07, 2010, 01:34:30 am »
Well, the main time I use pointers is when I want a list of some sort. While Axe may have variables built in, it doesn't exactly come with a 'list' variable like TI-Basic does. Therefore, pointers are most commonly used (by me, at least) for when I want a list. I access a portion of free ram by using L1, which when compiled, returns an address to the start of a portion of free ram (710 bytes in a row that isn't used by anybody but YOU). So if I do {L1+5}, that would return the 5th byte (counting up from zero) after wherever L1 is. So I could do For(A,0,5) A+9->{L1+A} End
And that would be sort of like a list with six elements ('L1+0' is an address, and the value stored at that address would be nine; 'L1+1' is an address, and the value stored at that location is 10, etc.) Pointers can also be used for things like linked lists, although I've never used them, nor do I really know what I would use them for.
672
« on: December 06, 2010, 09:45:23 pm »
Ah, I see. I had assumed that the two were related to each other, so that signing the application would also handle the expiration count. So if I were to sign the app and transfer it to another calculator, would it still have the expiration count?
673
« on: December 06, 2010, 08:08:18 pm »
Oh, snap! How could the story of Texas instruments be missing from the Legend of Omnimaga?
Methinks a prequel beckons... (possibly a sequel?)
674
« on: December 06, 2010, 07:49:32 pm »
Oh ho!, good sir - this shall be teletranscombulated to my calculator with rapid speed for prompt testing!
Edit: And, alas, it did not work for me. I created a short program that would display some text then wait for a key press to quit. I tested it to ensure it would operate normally, used Ducksign, then tried using it for about 16 times, but it defragmented. Could the fact that I used Axe have anything to do with it?
675
« on: December 06, 2010, 07:45:10 pm »
What, the only one?
So let me get this straight: You, Builderboy, are the persona of the fabled WHACKY FUN RANDOM NUMBAR GENERATOR? Cool. So what was the internet like?
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