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TIGSource ForumsCommunityDevLogsGarbage Collector
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Arne
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« Reply #40 on: January 10, 2010, 12:09:20 AM »

I'm still playing with the idea. Been playing Frontier though.

Design doc WIP, missing the pictures which I'm working on atm. Or should be.

I'm thinking of just making a graphics set and leave the coding to someone else.
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PlayMeTape
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« Reply #41 on: January 10, 2010, 04:17:04 AM »

Dooo eeeet! It can't be to hard for you to find someone experienced whos willing to work with you. I mean that's like a free ticket to indie celebrity Wink!
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nikki
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« Reply #42 on: January 12, 2010, 04:08:20 AM »

Hi Arne, I've seen your problem (with the longs and the inaccuracy)
I've got blitzmax too, and i get the same result.

But last night before i fell asleep i was thinking a little bit about it..

what does that variable represent ?
because i think you could work around it in some cases.
your could for example use 1 byte that represent the amount of 0 at the end
another byte/short could be used as the start.

like this

[byte] + [byte]
  189      23

= 18900000000000000000000000

it is inaccurate , but that is what happens if you have very big numbers, nobody needs to know the distance to the next solar system in millimeters, lightyears will do ...
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michael
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« Reply #43 on: January 13, 2010, 06:54:06 AM »

 Hand Money Left Tiger Hand Money Right
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nikki
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« Reply #44 on: January 21, 2010, 10:42:58 AM »

hi Arne

for your problem described earlier (the max amount of digits in blitzmax)
I found the solution !

Brucey made a binding for MAPM

from the about section:
MAPM is an Arbitrary Precision Math library which allows you to process numbers with much greater precision than normal integers or doubles. In fact, MAPM support numbers with up to 2^31 digits. That's 2,147,483,647 digits.

BaH.MAPM provides you with a BlitzMax language-binding to MAPM, enabling you to add support for very large numbers to your applications :-)

Go to the Downloads Section to get the latest release!


and you can find it HERE

curious if the problem is solved, let me know!

bye
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Shuger
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« Reply #45 on: January 21, 2010, 02:03:29 PM »

Sketches are just plain awesome  Gentleman Reminded me of this and this Smiley
« Last Edit: January 23, 2010, 02:21:54 AM by Shuger » Logged
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« Reply #46 on: January 21, 2010, 05:28:52 PM »

WOW what a coincident; its the same guys !!   Well, hello there!
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« Reply #47 on: February 16, 2010, 02:13:04 PM »

I'm the original developer of Scavenger. Smiley

Hey Arne! I remember you asking if you could try a remake - I had totally forgotten though. Found this thread from Googling my game.

I have to say that making the play field radial seems like such a damn no-brainer, I really can't believe I didn't do that at the time. Oh well, time restraints. Smiley

I really hope you continue with this. The graphics look great so far and the whole thing is just very well thought out, quite a contrast to the way I developed Scavenger. Hehe.

Good luck!
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