### Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

### Messages - B+

Pages: [1] 2 3 ... 13
1
##### Showcase / Re: Splot (Board Game)
« on: June 27, 2017 »
Nice game Rick, it reminds me of Click-O-Mania

2
##### Showcase / Re: TriQuad (logic puzzle)
« on: March 20, 2017 »
Very nice!

At first I was wondering if the puzzles had a solution at all.

But then a hint, put all colors that can't be matched on the side.

I like the puzzles that make you think a little but don't wear out the brain.

3
##### Code snippets / Re: Swirl
« on: March 02, 2017 »
Rick
Quote
Some day I hope to figure out another way to draw circles.

Hi Rick, we did this some time ago at this forum.

This is fastest I've seen here, but not best quality for some things. Same was posted today by Admin at SdlBasic forum with xst3 stuff, including strange var name err

ref:(https://en.wikipedia.org/wiki/Midpoint_circle_algorithm)

Code: [Select]
`procedure DrawCircle(x0, y0, radius) 'by mopz, oh by pixels x = radius y = 0 err = 0 while x >= y draw pixel x0 + x, y0 + y draw pixel x0 - x, y0 + y draw pixel x0 + y, y0 + x draw pixel x0 - y, y0 + x draw pixel x0 - x, y0 - y draw pixel x0 + x, y0 - y draw pixel x0 - y, y0 - x draw pixel x0 + y, y0 - x y = y + 1 err = err + 1 + 2*y if 2*(err - x) + 1 > 0 x = x - 1 err = err + 1 - 2*x endif wendendproc`

4
##### Code snippets / Re: Swirl
« on: March 02, 2017 »
Here is animation with squares:

Psychedelic Swirl:
Code: [Select]
`'Psychodelic Swirl for Naalaa [B+=MGA] 2017-03-02'extreme modification of Rick's Swirlvisible:sw = 600sh = 600 sw2# = float(sw)/2.0 sh2# = float(sh)/2.0 - 10.0x# = 1.0y# = 1.0PI# = 3.14159265pi2# = PI * 2.0clr# = 1.0r# = RandomFloat#(1.0)g# = RandomFloat#(1.0)b# = RandomFloat#(1.0)StartAngle# = 0.0 hidden:set redraw offset window 0, 0, sw, shwhile 1 set color 0, 0, 0 cls         proc Bang redraw wait 20       StartAngle# = StartAngle# - 1.0wendend procedure Bang()  angle# = StartAngle#  size# = 0.1  radius# = 0.1  ds# = 0.1 while radius < 400.0 x = cos( angle ) * radius y = sin( angle ) * radius for q = int(size) downto 0 proc MakeColor draw rect int(sw2 + x), int(sh2 + y), q, q, 1 next angle = angle + 41.0 radius = radius + 1.0 size = size + ds ds = ds + 0.0001 wendendprocprocedure MakeColor() clr# = clr# + 0.8 set color int(127.0 + 128.0 * sin(r# * clr#)), int(127.0 + 128.0 * sin(g# * clr#)), int(127.0 + 128.0 * sin(b# * clr#)) if clr# > 1000000.0 r# = RandomFloat#(1.0) g# = RandomFloat#(1.0) b# = RandomFloat#(1.0) clr# = 0.0 endifendprocfunction RandomFloat#(maxFloat#) return maxFloat# * float(rnd(16000)) / 16000.0endfunc`

5
##### Code snippets / Re: Breakout principles (again, maybe)
« on: January 18, 2017 »
I have recently done versions of Breakout and so am very curious to compare code.

Is there a way to find out what is in Speed.lib?

And I notice the ball angles differently if hits paddle in middle or left or right, is it 3 angles or more variations according to where it hits paddle? In my versions I had to throw in some randomness to prevent monotonous and non productive ball pattern bouncing.

Code: [Select]
` rem Collision with paddle? dx# = ballX + 8.0 - float(paddleX) if abs#(dx) < 48.0 and ballY + 16.0 > float(paddleY) and ballY < float(paddleY) + 16.0 rem Bounce. ballDY = -1.0 ballDX = dx/24.0 k# = 1.0/sqr(ballDX*ballDX + ballDY*ballDY) ballDX = ballDX*k ballDY = ballDY*k endif`
Yes, angle depends how far from center of paddle, I think?

Bullets!

Surely must have some tanks left from Gorillas and Tanks game.

6
##### Showcase / Re: JumpEm
« on: January 13, 2017 »
Yes, interesting game! I think I have to come up with AI for my own play!

At first I thought it would be 3 against 1 but I guess the other players focus on the other players as they are the real threat!

7
##### Showcase / Re: JumpEm
« on: January 12, 2017 »
Oh Rick, you are still alive too!

AI is hard, I have AI for Connect 4 on back burner for months, started up, inspired by your example.

8
##### Announcements / Re: I'm not dead
« on: January 12, 2017 »

Don't take lack of activity here personally because there are several forums that are very slow!

I feel like I am one of last people posting any Basic code for fun.

9
##### Code snippets / Re: Blue stuff
« on: November 07, 2016 »
Nice effect! I've been looking for working example using alpha, thanks!

10
##### Code snippets / Re: Aquarium with swaying kelp
« on: November 03, 2016 »
Sorry for being late again, has been a busy time

Awesome demo without external Graphics!

Thanks Marcus, "without external Graphics" is usually my MO (Modus Operendi = routine or habitually) because I missed all the classes on sprites in my BASIC training. So I parasitically use OP's such as yours in "Shooting Down Gorillas" and Johnno's in Flappy 3.

BTW, did you accidentally Cut instead of Copy code from Flappy 3 thread? The last code posted is missing everything except initial comments. (Sorry, I know you are busy guy!)

11
##### Showcase / Re: NED2 editor
« on: October 24, 2016 »
Curious, it wont collapse even when everything is commented.

12
##### Showcase / Re: Treasure Hunt 3D
« on: October 24, 2016 »
Nice work Rick! I actually got to the gold before the ghoolie got me! Yeah for gold!

The map is definitely a help!

13
##### Showcase / Re: NED2 editor
« on: October 23, 2016 »
Oops sorry, I did not realize this (screen shot) was impossible from an editor only program.

14
##### Showcase / Re: NED2 editor
« on: October 23, 2016 »
Thanks, very nice!

My number frustration has been fixed:
The right click menu is a beauty, along with Cut, Copy, Paste there are Block Indents and Unindents, Block Comments and Uncomment, character map...

If you take requests and can do a screen dump from that menu as well...

15
##### Showcase / Re: Flappy 3
« on: October 19, 2016 »
Font works great! Just have to remember to shorten the High Score message a bit.

I am up to Flappy 3.3:
Code: [Select]
`remrem Flappy 3  2015-07-06 More code overhaulrem          collision detection by pipe(x,y) and flappy(x,y) LOCATION!!!!    rem          faster goundspeeds + more variance to pipe heightsrem          = more challengingremrem Flappy 3.1 2015-07-07 Added "Themes" - Jrem        3.2 2015-07-07 added randomize in intro, theme = 0 in Settlescore procrem                       theme cycling every 10 in score, and groundspeed cycling every 15 in scorerem        3.3 2015-07-07 Johnno added new Impact Font for scores    `

So what happened to the actual program

There is nothing left of it except the starting REM comments

Who took the code?

Pages: [1] 2 3 ... 13