World 36-1
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Last edited by Qcode on 21 Oct 2021, 07:46, edited 4 times in total.
I don't get it. is sarcasm_fight a function or a variable ? is Trosh a variable or a table. Life is confusing. Also Maurice isn't that much of a sarcastic smartass and I'm not that much of a nice logical person. But yeah.
yaaaay fake code reminds me of many pages of bs I wrote maybe 5 ys ago with friends - I had only the merest idea what code looked like.
Code: Select all
function love.load()
Trosh = {logic=1, niceness=2}
Maurice = {smartass=20, sarcasm=9001}
sarcasmed_to_death = {logic=0, niceness=0, smartass=0, sarcasm=0}
end
function sarcasm_fight()
if Maurice.sarcasm > Trosh.logic and Maurice.smartass > Trosh.niceness then
Trosh = sarcasmed_to_death
end
end
Last edited by trosh on 27 Feb 2012, 00:00, edited 2 times in total.
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Last edited by Qcode on 21 Oct 2021, 07:46, edited 2 times in total.
You're setting Trosh = sarcasmed_to_death?trosh wrote:I don't get it. is sarcasm_fight a function or a variable ? is Trosh a variable or a table. Life is confusing. Also Maurice isn't that much of a sarcastic smartass and I'm not that much of a nice logical person. But yeah.yaaaay fake code reminds me of many pages of bs I wrote maybe 5 ys ago with friends - I had only the merest idea what code looked like.Code: Select all
function love.load() Trosh = {"logic" = 1, "niceness" = 2} Maurice = {"smartass" = 20, "sarcasm" = 9001} sarcasmed_to_death = {"logic" = 0, "niceness" = 0, "smartass" = 0, "sarcasm" = 0} end function sarcasm_fight() if Maurice.sarcasm > Trosh.logic and Maurice.smartass > Trosh.niceness then Trosh = sarcasmed_to_death end end
That's not a good idea, you should be copying the elements.
what do you mean copying the elements ? I thought the best way to keep sarcasmed_to_death part of the existing table system wass to make it a table of worthless values. Do you mean go manually "Trosh.niceness = 0", etc ? I didn't want to change the original code too much.
oh, didn't know about that. Lots of functions I never looked into, mind you. So I guess it's like saying prout = print, you actually use prout as a "pointer" to print ? I guess I naively thought that ability to change function names or table names created a new independant table.
Code: Select all
> sarcasmed_to_death = {logic=0, niceness=0, smartass=0, sarcasm=0}
> print(sarcasmed_to_death)
table: 0x9651c70
> Trosh = sarcasmed_to_death
> print(Trosh)
table: 0x9651c70
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Last edited by Qcode on 21 Oct 2021, 07:46, edited 2 times in total.
ha ha... I still can't read :Dtrosh wrote:the code for mari0 is much more dense. have fun learning lua :)
but anyway I do have a mod planed for mari0 (mari02(J))
seeing the code now I think it should be easy enough to understand...
still can't read though :D
plannig on remaking thistrosh wrote:what's the point of your mod ? Maybe I could help you (if it's worth the time, etc)
already prepared a draft for the forum.
EDIT:
game makers not for big boys? D:Maurice wrote:lolxXxrenhoekxXx wrote:(I have actually had game programing experience in gamemaker 8.0 pro though)
EDIT2: oops should have specified that mari02 (j) was smb2 (j) :P
Last edited by renhoek on 27 Feb 2012, 11:32, edited 1 time in total.
oooohhh, by mari02(J) you meant smb2(J) *dumbface*
Yeah there mostly isn't any need for modding the game for that. Just add in some sprites (maybe add in black mushrooms and stuff, maybe change jump for springs, maybe change bounce over enemies) and map the levels and voila. Even the music is the same.
Which makes me think : @maurice maybe you could add (or in future versions) ability for mappacks to have their own game constants, like maxyspeed, or stuff like that. That would allow more flexibility for mappacks I think.
Yeah there mostly isn't any need for modding the game for that. Just add in some sprites (maybe add in black mushrooms and stuff, maybe change jump for springs, maybe change bounce over enemies) and map the levels and voila. Even the music is the same.
Which makes me think : @maurice maybe you could add (or in future versions) ability for mappacks to have their own game constants, like maxyspeed, or stuff like that. That would allow more flexibility for mappacks I think.
My friends and I used to design mostly shitty games in gamemaker 4 light I think. We were 11. One of my friends did do some freaking awesome stuff though, with camera work and all.game makers not for big boys? D:
yeah I made shitty suff when I was little totrosh wrote:My friends and I used to design mostly shitty games in gamemaker 4 light I think. We were 11. One of my friends did do some freaking awesome stuff though, with camera work and all.game makers not for big boys? D:
also gamemaker can do 3d now
and to show maurice is a big stoopid doody head.
(oh btw 1st and probably last time I show my projects for a long time :P)
EDIT: oh btw I never get time for these as I have over 15 projects.
I get a lot of this
- RabidJellyfish
- Posts: 65
- Joined: 02 Feb 2012, 23:49
I used to use gamemaker in middle school. But then my high school comp sci friends laughed at me. So I started using C# instead.
That's irrelevant. You could make the most optimized software in C# and make it horrible memory leaky mess in C++, or vice versa.SpocKirk wrote:memory leaks and slow loading times.xXxrenhoekxXx wrote:... I gues I'm not as smar- HEY WAIT A MINUTE WHY THE FUCK SHOULD ANYONE CARE WHAT PROGRAM WAS USED TO MAKE A GAME IN THE FIRST PLACE!!!
Also what if one game was made in C++ or C# and it was really shitty but the same game was made in gamemaker but wasn't complete garbage.Sašo wrote:That's irrelevant. You could make the most optimized software in C# and make it horrible memory leaky mess in C++, or vice versa.SpocKirk wrote:memory leaks and slow loading times.xXxrenhoekxXx wrote:... I gues I'm not as smar- HEY WAIT A MINUTE WHY THE FUCK SHOULD ANYONE CARE WHAT PROGRAM WAS USED TO MAKE A GAME IN THE FIRST PLACE!!!
Is it the program? no it's all about the creators game making skills not the program!
Darksteel wrote:Why has a subject about the minus world derailed into programming?
I believe that was the last time we mentioned minus worldfunction Thread()
local minusWorldWillBeIncluded = true
return minusWorldWillBeIncluded
end
print(Thread())
also
get used to it, this is the internetz.
oh didn't know you hoaxed it... shoulda figured otherwise we'd be seeing the minus world footage -_- I feel like an idiot... WELL OK MORE OF AN IDIOT!trosh wrote:THEY'LL NEVER KNOW
I was referring more to the differences between GameMaker and C#Sašo wrote:That's irrelevant. You could make the most optimized software in C# and make it horrible memory leaky mess in C++, or vice versa.SpocKirk wrote:memory leaks and slow loading times.xXxrenhoekxXx wrote:... I gues I'm not as smar- HEY WAIT A MINUTE WHY THE FUCK SHOULD ANYONE CARE WHAT PROGRAM WAS USED TO MAKE A GAME IN THE FIRST PLACE!!!
print(table.concat(sarcasmed_to_death," "))trosh wrote:I think it's ok to say Trosh = sarcasmed_to_death since they're both just references to the same table (I think)Code: Select all
> sarcasmed_to_death = {logic=0, niceness=0, smartass=0, sarcasm=0} > print(sarcasmed_to_death) table: 0x9651c70 > Trosh = sarcasmed_to_death > print(Trosh) table: 0x9651c70
> 0 0 0 0
what's your point ? I was talking about the table referenced, not the values that can be accessed through it.
also it would be
but whatever
also it would be
Code: Select all
>input
output
I use it the other way round you see.trosh wrote:what's your point ? I was talking about the table referenced, not the values that can be accessed through it.
also it would bebut whateverCode: Select all
>input output
- Kyle Prior
- Posts: 469
- Joined: 02 Feb 2012, 23:38
Back on topic, this: http://www.youtube.com/watch?v=J_WEspbbzzw
I figure that I might as well not start a new topic about it because there seem to be about 4 times as many topics now than there were yesterday.
I figure that I might as well not start a new topic about it because there seem to be about 4 times as many topics now than there were yesterday.