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Messages - parserp

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706
Portal X / Re: Portal Prelude
« on: December 08, 2011, 09:49:22 pm »
Me too! Soooooooo exited!!! :D

707
TI-BASIC / Re: TI-BASIC Q&A
« on: December 08, 2011, 08:47:23 pm »
What kind of Ti-Basic are you guys talking about? nspire basic, which I know alot about, or ti-84 basic, which I know almost nothing about?
yes, the latter. (83 BASIC) :)

EDIT: ninja'd! and lost the game! :ninja:

708
Math and Science / Re: Equation to graph this
« on: December 08, 2011, 08:46:18 pm »
Yay! I was right!
Can i have a cookie?
...or a post rating?
* parser padwan runs

EDIT: 900th post!

709
Math and Science / Re: Equation to graph this
« on: December 08, 2011, 08:40:32 pm »
No it was
(something)log(x-(something))+(something)
I just randomly guessed since when you said "logistic", I interpreted "use log" for it :P
D:
I was close :P
(compare the 2 graphs)

710
Math and Science / Re: Equation to graph this
« on: December 08, 2011, 08:38:39 pm »
I dont know much about graphs. My attempt failed :P
is it -4+2[sqroot](X+4)  ?
* parser padwan runs

711
Math and Science / Re: Equation to graph this
« on: December 08, 2011, 08:30:54 pm »
looks like a logistic function to me.
(1/(1+e^X))
where e is [2nd] [divide]


(but don't graph with zstandard, use zoomfit) :)

712
TI-BASIC / Re: TI-BASIC Q&A
« on: December 08, 2011, 08:14:33 pm »
Ok, screen dimentions were wrong
* epic7 adds zstandard
That will work, right?
yes, if you want a 10*10 window. ;)

713
TI-BASIC / Re: TI-BASIC Q&A
« on: December 08, 2011, 07:54:57 pm »
Parser, I envy you since you have recieved the honor of having a topic stickied. :P
:D

714
 <_< please don't spam.

EDIT: ninja'd! and his posts have been deleted.

715
TI Z80 / Re: Swords
« on: December 08, 2011, 05:27:50 pm »
Look at the top of this thread, there's a new poll. (and be honest. :P)

716
Art / Re: Organic Pattern Generator for TI Calculators
« on: December 08, 2011, 05:22:01 pm »
That is awesome!!!!!!! :D

717
TI Z80 / Re: Swords
« on: December 08, 2011, 05:21:06 pm »
Are you going to start a second game soon?
Is it crazy pong? :P
yes.
* parser padwan loves 1 word answers ;D

718
Axe / Re: Velocity
« on: December 07, 2011, 11:36:59 pm »
Meeeee! :P

Yeah, I thought it might be a bit tricky for gravity, bt I started and I noticed how really simple it was :P
yeah lol

how would I implement a generic "stop  falling if there is a pixel below you" with this? (It works when I fall just a few pixels to it, but when falling from great heights it accelerates through it).
I don't understand bboy's virtual pixel testing. D:

719
The Axe Parser Project / Re: Features Wishlist
« on: December 07, 2011, 11:25:18 pm »
Okay, I've mentioned this before, and I'm not sure if it's in 1.0.5 cause I'm still using 1.0.3, but I would really like to say support for appvar absorption, where the source needs the appvar, but the executable doesn't. So, like when you absorb a Pic from TI-OS into an axe program, you go [Pic1]->POINTER, I'd like to see something like [appvANAPPVAR]->POINTER. Does that make sense?
like, when compiling, it takes a copy of the appvar and puts it in the executable?

720
Axe / Re: Velocity
« on: December 07, 2011, 11:12:23 pm »
When you hit the jump key, set the y-velocity to a negative value (this can vary depending on how high you want the jump to be, and make sure the y-velocity is stored in a signed variable). Then, every frame add your gravity constant, add the y-velocity to the y-position, and you should be set.
leafy you just made me go "ah hah!"
who knew it was so simple? ;D

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