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Messages - FBnil
1
Merry X-mas and a happy new year!
Even though I do not frequent the forums as often as I would like to, I still keep the fond memories with me of this community.
Even though I do not frequent the forums as often as I would like to, I still keep the fond memories with me of this community.
2
twitter.com/The_Doddler/status/1137483351248388096?s=19
twitter.com/The_Doddler/status/1137495814908010496?s=19
Screenshots of the game can be found here:
http://ylvania.org/en/elona
I loved the tile draw code: https://puu.sh/DDswu/2bcf03f2eb.txt
So unlike Sphere. My respects to even get it to work.
twitter.com/The_Doddler/status/1137495814908010496?s=19
Quote
I saw that the source code for Elona, a fun japanese roguelike was available online and decided to take a look. It turns out it is a single, 14mb text file with 444000 lines of code, completely devoid of comments, written in 'Hot Soup Processor', a japanese basic like language.
Quote
The code that determines what monsters can spawn is 30000 lines of this (7% of the total game code), which checks for every monster, where if it fails it goto's the next monster, for all 1000 monsters in the game.
Screenshots of the game can be found here:
http://ylvania.org/en/elona
I loved the tile draw code: https://puu.sh/DDswu/2bcf03f2eb.txt
So unlike Sphere. My respects to even get it to work.
3
Thanks for the tutorial. I reciprocate by giving you a link to Uncle Bob. I love his perspective about "new" programming paradigms. Don't want to give too much away, here it is:
https://www.youtube.com/watch?v=ecIWPzGEbFc
And yeah, as a dinosaur, he knows Monads too and has a clojure perspective:
Here are the slides of the presentation:
https://github.com/unclebob/WTFisaMonad/blob/master/Monads.pdf
And... ah, here it is, the presentation itself:
https://www.youtube.com/watch?v=Usxf3aLimtU
don't fall asleep now (yeah, they are long but fun, for a certain type of programmers fun)
https://www.youtube.com/watch?v=ecIWPzGEbFc
And yeah, as a dinosaur, he knows Monads too and has a clojure perspective:
Here are the slides of the presentation:
https://github.com/unclebob/WTFisaMonad/blob/master/Monads.pdf
And... ah, here it is, the presentation itself:
https://www.youtube.com/watch?v=Usxf3aLimtU
don't fall asleep now (yeah, they are long but fun, for a certain type of programmers fun)
4
Wow, I have not looked into SoundStream, but that sounds rad!
whoa, a whole re-implementation like that! Lot's of code, man!
https://github.com/fatcerberus/sphere-mp3/blob/master/lib/mp3.js
whoa, a whole re-implementation like that! Lot's of code, man!
https://github.com/fatcerberus/sphere-mp3/blob/master/lib/mp3.js
5
Sorry for the lateness:
I took the code (with the blessings of the author) from http://www.drpetter.se/project_sfxr.html
And wrote an API for it for Sphere 1.6.
It was working, stable and tested.
There was a demo games/sfxr.zip and some unittests for it games/auto_test/scripts/test_sfxr.js
Are those resources needed?
If so, where can I upload them?
I took the code (with the blessings of the author) from http://www.drpetter.se/project_sfxr.html
And wrote an API for it for Sphere 1.6.
It was working, stable and tested.
There was a demo games/sfxr.zip and some unittests for it games/auto_test/scripts/test_sfxr.js
Are those resources needed?
If so, where can I upload them?
6
Hello community! I hope each and everyone of you have a very fantabulous 2019!
https://www.merriam-webster.com/dictionary/fantabulous
https://www.merriam-webster.com/dictionary/fantabulous
7
@Miscreant Did you manage to screenshot your overworld by snapshotting your maps and resizing them? I have made something once that could do that, so I can polish it a bit if you need it.
It was based off Flik's minimap.js. Basically it loads the map, moves every sprite to -64,-64 (so they are not visible) then creates a surface which is resized and saved to disk. Stitching of the thumbnail maps is a manual labour, but by choosing a good naming scheme, could be automated.
And I too, as I use Linux, did not really migrate yet to the new MiniSphere (I use the old one instead)... But it seems there is a new Linux build, so I might be able to get it to compile again... not sure.
It was based off Flik's minimap.js. Basically it loads the map, moves every sprite to -64,-64 (so they are not visible) then creates a surface which is resized and saved to disk. Stitching of the thumbnail maps is a manual labour, but by choosing a good naming scheme, could be automated.
And I too, as I use Linux, did not really migrate yet to the new MiniSphere (I use the old one instead)... But it seems there is a new Linux build, so I might be able to get it to compile again... not sure.
8
I really got to begin making time for my game... sigh. Anyways, thanks F.C. for continuing support.
13
Reminds me of this other debugger:
http://www.comicstalkers.com/images/Skuld-Draft-73.gif
Congrats... hard to find bugs take a while to find... thanks for your time!
http://www.comicstalkers.com/images/Skuld-Draft-73.gif
Congrats... hard to find bugs take a while to find... thanks for your time!
14
Hi zechs! Were you able to get minisphere working?