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Messages - nemo
Pages: 1 ... 16 17 [18] 19 20 ... 82
256
« on: December 19, 2010, 07:16:26 pm »
unfortunately i won't make levels that scroll. i had it sent up so i would (i was originally going to make a sidescroller, then decided not to). the levels are 21 blocks wide by 19 tall, which is a fair playing area i think.
257
« on: December 19, 2010, 07:07:31 pm »
screenshot look familiar? first level of exodus right there. of course i wouldn't include it (it'd be a ripoff) but i'll probably include the 3 levels i made for exodus, with tweaks for Juggernaut's physics. also, since there's no spike sprite yet i just put the cave background at the bottom. it's mostly eye candy, too, since the locks aren't implemented. but, i made it very easy to change the map data so it'll be done by tonight.
note: tile art is not final as of yet
edit: oops, i forgot to put the flag sprite on there.. just imagine it's there lol.
258
« on: December 19, 2010, 05:03:04 pm »
you can also use AWT. Java has two GUI packages. Swing generally being preferred over AWT.
259
« on: December 18, 2010, 09:01:41 pm »
insult generator! they're actually pretty lame.. i tried.
import java.util.*;
public class Insult{ static Random r = new Random(); public static void main(String[] args){ System.out.println(randomStart() + randomAdj() + randomNoun() + "you " + randomPersonAdj() + randomInsult() + ". " + randomEnd()); Scanner reader = new Scanner(System.in); System.out.println("Want another opinion? (y/n)"); if(reader.nextLine().equalsIgnoreCase("y")) main(null); }
public static String randomStart(){ String[] starts = {"What is this ","Why would you leave this ",}; return starts[r.nextInt(2)]; } public static String randomAdj(){ String[] adj = {"stupid ","blatant ","moronic ","abominable "}; return adj[r.nextInt(4)]; } public static String randomNoun(){ String[] noun = {"piece of garbage ","filth ","waste "}; return noun[r.nextInt(3)]; } public static String randomPersonAdj(){ String[] adj = {"deficient ","senseless ","rash ","puerile ","nonsensical ","thick headed ","fat ","pointless ","obtuse "}; return adj[r.nextInt(9)]; } public static String randomInsult(){ String[] insults = {"crud of the gene pool","failure","waste of breath","imbecile","incompetent monkey"}; return insults[r.nextInt(5)]; } public static String randomEnd(){ String[] ends = {"Get lost.","Go climb a mountain.","Why don't you leave?","Just stop. Stop it now.","Seriously? Vamoose.","The Game."}; return ends[r.nextInt(6)]; } }
for example: Why would you leave this blatant piece of garbage you thick headed failure. Go climb a mountain.
260
« on: December 18, 2010, 05:38:05 pm »
I type normal r, since I can't do the upper r in the calculator :S
[2nd][apps] has it
261
« on: December 18, 2010, 03:27:32 pm »
Can this be stickied? it'd be a shame to get lost in all the topics.
262
« on: December 17, 2010, 11:50:15 pm »
hahah i was thinking of doing that (i remember you suggesting it too), but one time i made a snake game where every piece of the snake, the background, the edges and the apple were all flashing random colors and my teacher got mad at me, because then the game might send epileptics into a seizure i could try a simple flash but i don't think it's worth the effort.
263
« on: December 17, 2010, 11:21:56 pm »
oscillating brightness = implemented. oscillating contrast didn't look very good, but brightness looks nice. also, remember in zTrumpet's Exodus when you could get a better version of the laser? really it was just fancy graphics, but in my game it has a purpose. the normal laser can only shoot 5 blocks long. then, you can acquire the super laser.. enter screenshot. the laser's colored portion oscillates in hue. you'll notice the inside is green and the outside is purple-ish, this is because the hues on the outside oscillate as the complementary hue to the inside.
also, i've implemented RLE compression and decompression for the levels, drastically cutting the size down from 400 bytes to 116.. for the test map, so that's not 100% accurate. it'll still be significant though. i anticipate at least a 25% compression, probably more.
264
« on: December 17, 2010, 08:04:01 pm »
i think i'll stick with the first.. lol. do you have any test data for the first i can use?
265
« on: December 17, 2010, 07:13:26 pm »
ohh... i just finished number one... i don't anticipate #2 being very hard though.
edit: and what type of data is being entered? integers?
266
« on: December 17, 2010, 07:05:15 pm »
can i have some test data / expected output?
267
« on: December 17, 2010, 05:06:18 pm »
it's really no big deal. it'll be the most primitive solution, probably. plus i already have JCreator open working on my game... this shouldn't take more than a half hour if all goes well
268
« on: December 17, 2010, 04:48:14 pm »
can you explain more in detail all pieces of information entered by the user? this is what i have so far:
-wait until the user presses a button... -ask for the size of the font -if it's less than 9, read through 4 bytes forwards and write them backwards, then skip 2 bytes (the 5th and 6th). -otherwise, skip 4 bytes (5th-8th). -display text, and return to the beginning waiting for a button press.
edit: or if this is what you want then i'll start coding.
269
« on: December 17, 2010, 04:36:21 pm »
i'm confused when you say you want the text to turn it backwards. so omnimaga would become agaminmo? and how would the program know whether to skip the 5th 6th 7th or 8th character?
#2 may be easier since it can be done command line style. would it be ok to export it as a .txt file, and then you can just resave it as NAME.8xp?
270
« on: December 17, 2010, 04:14:23 pm »
if they have the JVM (java), then yes.
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