Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1075756 Posts in 44140 Topics- by 36111 Members - Latest Member: Uncle Scotty

December 28, 2014, 11:58:35 PM
  Show Posts
Pages: 1 ... 15 16 [17] 18 19 ... 140
321  Developer / Business / Re: How do I market a consulting service? on: February 11, 2013, 05:12:44 PM
I find it fascinating that you expect people want so badly to receive your criticism that they should pay you money for it while you are so adamant against considering the criticisms that others have of your own work.
322  Developer / Business / Re: Where to get web hosting? on: February 11, 2013, 04:06:37 PM
After some investigation I think I've settled on 000webhost for a bit of hosting. It's free, and if I end up with an actual budget it's pretty cheap to upgrade to some more robust service. And from namecheap I'll buy a domain.
323  Feedback / DevLogs / Re: ANSI Submarine Game on: February 11, 2013, 04:03:15 PM
that is awesome.
324  Developer / Creative / Re: In development - My compressed pixel art file format on: February 11, 2013, 02:00:17 PM

Huffman encoding is neither resource-intensive to perform nor exceptionally efficient. For reference: LZW compression (GIFs) is a variation upon and (in just about any case) an improvement of Huffman encoding.
325  Feedback / DevLogs / Re: Undo RL (... or Combinators all the way down) on: February 11, 2013, 01:37:28 PM
whoa
326  Developer / Creative / Re: In development - My compressed pixel art file format on: February 11, 2013, 01:36:14 PM
There is an optimal lossless compression, the issue it might take years to process on current computers. It has a very bad order of magnitude.

[citation needed]
327  Feedback / DevLogs / Re: ANSI Submarine Game on: February 11, 2013, 01:20:53 PM


?
328  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 11, 2013, 01:12:03 PM
In the docs, setentityglobal() seems to be missing the "name" argument.

Aha, thanks for catching that.

Ghhrrghwww.
I LOVE like LUA quite much, so I had to post here.

So I post.

That project looks quite charming!
Make terraria with it.

 Epileptic

Shoot me a PM to get access to the closed alpha and make it yourself! Grin

Also, I'm hoping to get into something like an open beta rather soon.

Anyway, update! I apologize for changing the names of some commands, it was all for the sake of consistency and ease of understanding.

Quote
1.1.0a
Added "randomfloat" and "objectcompare".
Added "getentityimagesize", "getentityimagewidth", and "getentityimageheight".
Added a lot of new tags to various commands.
Changed Lua command tag from "handles" to "handle", from "messages" to "message", "entitytile" to "enttile", "scripts" to "script", and "data" to "gamedata".
Changed "datasave", "dataread", "dataremove", "dataexists", "getdatatable" to "gamedatasave", "gamedataread", "gamedataexists", "getgamedatatable".
Changed the returned value for "getentityhandle" when no handle exists from a blank string to nil. (Though I don't know whether Lua even cares about this difference.)
Changed the name of the function "getmessagename" to "getmessagetitle".
Changed "requestfile" to take a boolean rather than an integer argument for whether to restrict the directory.
Renamed "initializemap" to "initmap", "deinitializemap" to "freemap", and "initializemapmask" to "initmapmask".
Removed "togglegamestate", which was an artifact of an earlier gamestate system.
Renamed "filepos" to "getfileposition" and "fileseek" to "setfileposition".
Fixed several weirdnesses pertaining to the behavior "requestfile", and made the extensions argument optional.
Fixed file path weirdness with "setquicksavepath".
Fixed string library commands being nil after loading a saved game.
Fixed a bug that would cause the object pointer with the greatest value to potentially get overwritten by the next created object.
329  Developer / Business / Where to get web hosting? on: February 11, 2013, 12:36:52 PM
What's the best place to go for low-bandwidth and low-storage web hosting? I'm pretty much just looking for something on-the-cheap to host a small website.
330  Developer / Technical / Re: Post if you just laughed at your code. on: February 11, 2013, 11:46:25 AM
Code:
If i Print ":)" Else Print ":("

oh the joys of improvising weird code for the sake of debugging
331  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 11, 2013, 04:44:30 AM
I ended up changing the names of the commands that were data and not entitydata to gamedata for the next release. There were some other changes, too, but that was perhaps the most major.

Sorry for the confusion  Durr...?

As for the interjected "y", that's a typo.
332  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 10, 2013, 08:40:57 PM
And documentation is almost done! There is now a complete list of commands.

View it here

I've got to finish writing the topic pages, and then shazam, the docs will be complete. (Minus some nicer formatting, maybe.) Whoo! That took a fuck of a lot of work.
333  Developer / Creative / Re: Building a game within a day on: February 10, 2013, 08:17:44 PM
I take a lot of care to write my games in as modular a way as possible. Over the last several years I have accumulated a ton of libraries of nearly every practical purpose. Some of them are small - I have one library that's simple as a convenient class for keeping timestamp data in. Some of them are the result of weeks or even months of work, like an ANSI graphics library, or an AABB physics library, or a gui library. As time goes on, the amount of work that it takes for me to make the average game steadily decreases because I have to write less and less code.

I know, I know, I could just use existing libraries for things. I do that, too. But nothing beats the thorough familiarity of a library that can only be had by having written it yourself. It significantly cuts down on the bugs and inefficiencies and things that come out of using a library that you aren't totally comfortable with, and I think that it's the revising of existing code that is the biggest timesink rather than the initial writing of it.
334  Developer / Art / Re: FILL IN THE OUTLINE REDUX on: February 10, 2013, 03:47:56 PM


Uh. Some kind of slug-thing.
335  Feedback / DevLogs / Re: ASDF - A simple typing game written in Javascript on: February 10, 2013, 01:56:29 PM
Sounds pretty interesting and like an effective teaching tool, actually.  Smiley
336  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: February 10, 2013, 01:54:16 PM


All these new Banshee engine games are inspiring me.

You should get in on it! All you need to do to get in on the closed alpha is to shoot me a PM asking so.  Tongue  I'd love to see what you can make!
337  Developer / Creative / Re: In development - My compressed pixel art file format on: February 10, 2013, 01:44:59 PM
You know for a lossless compression it's mathematically impossible to do better than certain compression rate depending on entropy.
There is already an existing algorithm for maximum lossless compress. I don't know about extraction performance though.

I'm fairly certain that's not how it works. You can figure at the statistics for precise cases, but determining a general maximum compression rate sounds like nonsense.
338  Feedback / DevLogs / Re: MegaCity on: February 10, 2013, 11:59:09 AM
Sounds like a really sweet idea!  Grin
339  Feedback / DevLogs / Re: Roguespy on: February 10, 2013, 10:30:55 AM
 Kiss
340  Hidden / Unpaid Work / Re: Need Help For The Upcoming Game Elcium on: February 10, 2013, 01:16:00 AM
You should include some information about just what sort of game you're looking for help with, and why others should want to help you make it for free.
Pages: 1 ... 15 16 [17] 18 19 ... 140
Theme orange-lt created by panic