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Messages - c4ooo
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151
« on: July 01, 2015, 12:37:45 pm »
Here's an animated screenshot of the demo:
I figured the puzzles were just to test the demo, though i did spend a while trying in vain to figure out how to solve the last puzzle (level 5) Also, i thought that [del] was supposed to restart the level, but it just seems to bring up a screen with the name of the level. The select level part also changes a bit too quickly, you have to tap left/right quickly to select the next level.
Anyway, it seems like you've basically got everything done, you just need to work on puzzles, right? Is there anything else (maybe other mirror pieces) you plan to add?
Thanks for the gif, Not trying to be an Ephraim, but when the gif ends it just becomes white, which is rather annoying Level 5 is not currently beatable, actually , and [del] does restart the level, but when it does it also displays the title. About the level selection, I am planing to work a bit on it to make it a bit more user friendly. Lastly, the only other major thing I am planning to add are portals, and probably a few minor variants of the current pieces. Edit: i fixed the gif by uploading it to imgur and then linking it here
152
« on: July 01, 2015, 12:28:45 pm »
If anyone want to know why there was some secrecy between me and JWinslow last night it was because i asked him if i could cross post this to Code golf on stackoverflow, and he said yes, except he did not any 1 to find out. I ended up not doing it because there already is a keith testing challenge on the stackoverflow network
153
« on: July 01, 2015, 12:23:07 pm »
Okay, since you tackled the parser, I have this feature wish:
Allow a very simple set of variable types.
I imagine you must keep the variable names stored somewhere, so maybe a byte indicating the variable type, too? You wouldn't have to do things like associate correct routines, though. Like just because an var is flagged as 8.8 fixed point, doesn't mean that multiplication of such a var should be automatically the fixed point multiplication routine. The current system for that, where the developer specifies is fine (and I like it that way).
However, here is where it can come in really, really useful. Custom variable types could be allowed and associated with an axiom. So if I wanted to make an axiom for rational numbers, I could have it specify a rational var type of 32-bits (2 16-bit ints) and have specially made math routines for those vars.
This might need to wait for Axe 2.0, though
I think @Runer112 thought of doing something like that, but hey, you have bean here longer then me so idk. But the difficulty i see, is what will happen when you have a pointer, and the parser does not know where that pointer points, how will it ever figure out if it points to a float or a string? (It will only know if you have manually set the var like "Some string"->A, then it can figure out if A is a string or not)
154
« on: June 30, 2015, 12:43:08 pm »
You're just a math goddess. I don't understand 50% of what you're saying here but whatever, might come in handy one time
^That And btw just interested, is that ti-basic code faster then just √(x*y)?
155
« on: June 30, 2015, 12:37:32 pm »
You might wanna test if there's enough free RAM before starting, it crashed on me when i didn't have enough RAM. Also, the menu seems a bit bugged? About is the options menu, Quit is the about menu, and options does nothing. You also spelled CANCEL wrong in the "select pack" screen.
Off crashing with no ram is a bad bug that i somehow missed! The bugged menus are probably a result of me making a last minute change and forgetting to change other stuff, and about spelling errors, i have problems spelling The actual game itself is nice, though i have a suggestion for moving around. I suggest that pressing up/left/down/right move the cursor an entire square, you can have it smooth scroll like it does, so it could scroll 8 pixels and then update the cursor. Right now it's a little awkward to select the right tile at times. All in all it looks really pretty and plays well, though the puzzles are a bit.. easy
Thank you for the feedback Also the puzzles are easy because they have no thought in them, they were just made to test the engine. Also, do you not have an emulator that can take screenshots (like WabbitEmu)? I can upload some screenshots from an emulator if you'd like (i saw your pictures at ticalc are from a camera).
Dude, that would be nice! (and also i need to set up Wabbit sometime )
156
« on: June 29, 2015, 10:04:29 pm »
Entry submitted, 217 bytes in java. And also JWinslow please count compiled programs (axe included) in source size. @pimathbrainiac and I now both agree that all compiled languages should be counted in source size. Edit: do you have a Programing Puzzles & Code Golf acount on stack overflow? If not can i cross post the question?
157
« on: June 29, 2015, 08:05:57 pm »
Can the output for "false" be an infinite stream of "false"-s? And can the output for "true" be an infinite stream of "false"-s? with a "true" somewhere in the middle? Other than that i'm about done
No. The stream cannot be infinite. But it must somehow be unique for true and false, and distinguishable.
Actually my conditional exit turned out to be smaller then an infinite one Oh, and it must be the same for all truthy and falsy results.
However this part may trip me up about 20 bytes Edit: I presume the only input provided is the integer to be tested, 'N' and that 'D' is not provided. Am i right?
158
« on: June 29, 2015, 06:30:06 pm »
Can the output for "false" be an infinite stream of "false"-s? And can the output for "true" be an infinite stream of "false"-s? with a "true" somewhere in the middle? Other than that i'm about done
160
« on: June 27, 2015, 12:38:25 pm »
There seems to not be much activity On a side note, i dove by "keith road" today, ile see if i can get a pic of it on the way back
161
« on: June 25, 2015, 11:37:33 am »
Is there a way to flip masked sprites? When I try to flip something ( Pt-Mask(x,y,flipV(Pic0)) ) it comes out wrong. The problem is that maked sprites have two layers, each 8 bytes. FlipV() can only flip one layer. You will have to flip each layer individually, storing the output to a buffer and then doing Pt-mask on that buffer. The code will be something like this: Copy(flipV(pic0),L1,8) .flip layer 1 and copy to buffer L1 Copy(flipV(pic0+8),L1+8,8) .flip layer 2 and copy to buffer L1+8 Pt-Mask(x,y,L1)
Note that this will overwrite any data you may be storing in L1 throu L1+16
162
« on: June 22, 2015, 01:34:10 pm »
Not to try to nitpick, but I feel obligated to point out that Haobo's solution does not wholly satisfy rule 4: "... every cell's initial state ... must be independent (barring reasonable PRNG limitations) of every other cell's initial state." The reason I suggested this clause was to prevent simple "randomization" implementations that do not provide at least somewhat convincing randomization. Regrettably, this solution's clever approach of simply using a randomly chosen 768-byte block of memory as the initial state does not satisfy this.
A heuristic proof of this could cite that memory almost always contains meaningful, structured data. As a particuarly apparent example, memory often contains large stretches of zeroes. If one such large stretch were contained in the initial state, then a pixel's probability of starting dead is greatly increased if the byte(s) immediately before it are all zero. This constitutes dependence. And also a pretty boring game of life, which is why the clause was proposed.
Although less apparent on structured data that's not just a stretch of zeroes, the same dependence and insufficient randomness exists in any non-chaotic data. So to extend this heuristic proof to a definitive one, one can prove that non-chaotic data exists in memory. And this can be done by citing the existence of the program itself in memory.
+1 for that proof ( or attempt of) However, I would like to warn you that you are on unsure footing. First you "criticized" @lirtosiast's answer and now you are trying to do the same with @Haobo's I fully trust, being the person you are, that you are doing this for the good and fairness of the game/community However if someone puts two and two together, it may seam to the that you are trying to discourage completion just saying, not trying to attack you or anything. (Reread what I said in bold )
163
« on: June 21, 2015, 09:48:41 pm »
Updated at 7th Feb 2013
Can this run Android?
Theoretically, yes but it's too much work for it to be worth it.
Oops
I hope this is legit and not just a screenshot of android being displayed on the Nspire.
Its probably a joke.
164
« on: June 21, 2015, 06:20:56 pm »
I have extended the deadline from @pimathbrainiac's "11:59:59 PM ET Saturday" to 11:59:59 PM ET Sunday. From the beginning i believed that 11:59:59 PM ET Sunday was the deadline, and thought pimathbrainiac made a typo when he said Saturday. Although the deadline for this challenge is 11:59:59 PM ET Sunday, following challenges will most likely have the deadline of 11:59:59 PM ET Saturday.
165
« on: June 16, 2015, 03:45:27 pm »
Nice seeming the replies come in! Friday will be the day when I make the next scoreboard update, mostly for you to keep trying harder and to not stop when you know your position is secure I also made a solution in axe to this, which I will probably describe in the postmortem section. It is similar to @ben_g 's solution, but only takes up 110 bytes. And also a small hint to axe golfers: randomizing the screen only takes 3 bytes
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