dMZX Forums: Feature requests thread - dMZX Forums

Jump to content

  • (31 Pages)
  • +
  • « First
  • 25
  • 26
  • 27
  • 28
  • 29
  • Last »
  • You cannot start a new topic
  • This topic is locked

Feature requests thread Post your stupid crap here

#781 User is offline   Exophase 

  • Laughing on the inside.
  • Group: DigiStaff
  • Posts: 7,155
  • Joined: 23-October 00
  • Gender:Male
  • Location:Cleveland, OH

Posted 18 November 2010 - 01:57 AM

View PostLachesis, on 17 November 2010 - 10:38 AM, said:

The proposed string indexing and subroutine command would be kind of cumbersome to type out -- I'd prefer stuff more like

$str.n --> $str[n]
$str.length --> stays the same
$str+x#y --> $str[x,y]
#subroutine --> sub "subroutine"


The idea was to avoid syntax in places where it's difficult or expensive to parse, particular if it means parsing at runtime instead of compiletime, something which has pretty far reaching performance impacts. It's easier to limit the amount of syntax, and in MZX's case it's a good idea to make it very clear what is and isn't part of a name and can be generated at runtime.

Lachesis said:

I'm also not sure what the problem with set "$string" "string" is.


The problem is that parsing strings by name can be ambiguous at compile time, because names in MZX are dynamic. It's better to make strings distinct by context and not by name.

Lachesis said:

As for loops, I think the best thing would be to keep the existing functionality the same but also add for and (do?) while.


I wanted to discourage people from using MZX's loops because they suck, but the truth is it would have been bad to pollute converted code with this sort of junk. Maybe should have been implemented as macros.. just so long as it doesn't waste bytecode operations.
~ ex0 has a kickass battle engine, without it you sux0rz! without it you sux0rz! ~

"The fact that I say I've one of the best, is called honesty." -Akwende
"Megazeux is not ment to be just ASCII, it is ANSI!" - T-bone6
"I hate it when you get all exo on me." - emalkay

Exophase can what Rubi-cant.
exoware is ware ur ware is exoware
ps. not loking 4 new membrs kthx
0

#782 User is offline   zzo38 

  • Registered members
  • PipPipPip
  • Group: Members
  • Posts: 445
  • Joined: 16-May 08
  • Gender:Not Telling

Posted 18 November 2010 - 09:03 PM

View Postsmilymzx, on 17 November 2010 - 06:13 PM, said:

Then a program to extract all ZZT (and SuperZZT?) boards to proper BRD files with DOS names can be in order? (ZBRDEX - ZZT Board Extractor, could be a name for one),

And these other utilities: BRD2ANS, BRD2MZM, ANS2MZM, and MZM2ANS, We should call these five: MZCNVPAK (MegaZeux Converter Pack)

Yes, If you can post it here, or at least submit it to ''Other Software Releases'' forums
Thanks you for these suggestions! I have already started writing the ANS2MZM and MZM2ANS, now I can write the others too. I could also write ZBRDEX, extracting boards from a ZZT world, and BRD2MZM (both board-type and layer-type MZMs; although ANS2MZM and MZM2ANS work only with layer-type MZMs and not board-type MZMs). I will post them to "MegaZeux Development" or "Other Software Development".

This post has been edited by zzo38: 18 November 2010 - 09:09 PM

In Capitalist America, law violates YOU!

"Potion of Confusing": Solve all the puzzles, hold second one as you hold a pencil, and save gibbering mouthers from the king's army.
0

#783 User is offline   Lachesis 

  • the pinnacle of human emotion
  • Group: DigiStaff
  • Posts: 3,895
  • Joined: 17-July 04
  • Gender:Female
  • Location:Sealand

Posted 20 November 2010 - 03:54 AM

This is actually a feature that's in PZX that zzo mentioned to me, and I thought it'd be a nice addition to the main line. In the board editor, there's no way to directly access what's beneath a CustomBlock or Robot IIRC, so my suggestion is to have SHIFT+INSERT be able to copy what's underneath to the current selection and have SHIFT+SPACE put what's in the selection beneath what the cursor is pointing at, if applicable.
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
0

#784 User is offline   Lachesis 

  • the pinnacle of human emotion
  • Group: DigiStaff
  • Posts: 3,895
  • Joined: 17-July 04
  • Gender:Female
  • Location:Sealand

Posted 27 November 2010 - 02:35 AM

I find the V (View) functionality kind of tedious and bothersome. Can it center the view around the cursor instead of jumping to 0,0 or at least have a faster method of scrolling?
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
0

#785 User is offline   nooodl 

  • Senior Member
  • PipPipPipPip
  • Group: Members
  • Posts: 735
  • Joined: 28-October 06
  • Gender:Not Telling
  • Location:Belgium

Posted 25 December 2010 - 02:38 PM

A "log" command to write strings to the console for logging would be nice for debugging purposes.
0

#786 User is offline   ajs 

  • carpe diem
  • PipPipPipPipPip
  • Group: Members
  • Posts: 1,614
  • Joined: 21-October 00
  • Gender:Male
  • Location:United Kingdom

Posted 27 December 2010 - 03:31 PM

I think adding another command for this is _probably_ overkill, but the idea isn't a bad one. How about printing all comment commands out to the console? We could decorate the debugging with the robot name, timestamp, anything else people find useful.

One issue with this is that the comment command has somewhat gone away in debytecode. All comments that aren't of the form . "@robot_name" get converted to // comment but the command does still exist for the robot renaming feature. Since I don't think it can go away, maybe we can overload the comment command with another special prefix for log statements (since logging needs to persist into bytecode, and comments are removed from the bytecode stream in debytecode).

Another problem with this would be that console output is redirected to a file on Windows (stderr.txt/stdout.txt). If this debugging is always on, these files could get quite big, which probably isn't desirable. One workaround would be to only print the messages out in test mode, or perhaps make it a config option.

--ajs.
0

#787 User is offline   Sai'ke 

  • =)
  • PipPipPipPipPip
  • Group: Members
  • Posts: 2,272
  • Joined: 08-September 02
  • Gender:Not Telling

Posted 27 December 2010 - 04:22 PM

Correct me if I'm wrong, but wouldn't that take away the ability to print the contents of variables and such in logged files? I reckon some kind of crudely formatted string (or expression if you will) would be the best use of such logging really. Would it be possible to redirect the * command for debugging purposes?
Everything is a potato to a degree you do not realize till you have tried to make it into fries.
- Bertrand Potato
0

#788 User is offline   ajs 

  • carpe diem
  • PipPipPipPipPip
  • Group: Members
  • Posts: 1,614
  • Joined: 21-October 00
  • Gender:Male
  • Location:United Kingdom

Posted 27 December 2010 - 05:15 PM

The problem with * is that you would have to manually remove the logging from your game when you had debugged it, or you couldn't use the message line for other non-debugging things. This probably isn't a huge deal, as you can simply comment the lines out, but it's a bit less flexible.

Translating the expressions isn't something normally done for a comment but we can easily do it for specially formatted log comments. Just as you have . "@something" you could have . "+somethingelse&a&" which would be evaluated before being printed out.

--ajs.
0

#789 User is offline   Old-Sckool 

  • megazeux breaker
  • PipPipPipPip
  • Group: Members
  • Posts: 649
  • Joined: 07-June 05
  • Gender:Male

Posted 27 December 2010 - 08:36 PM

I kind of want to be able to log branches/failed branches on things like If and Loop for statements. Like for If statements, it could record the actual statement, the values of all the counters used inside the statement, and which label (if any) was jumped to. Maybe something like writing a prefix that will log info either all the time, on a branch, or when branching fails. It would have to account for Rel prefixes though.


Oh, I also had some other suggestions. I want the ability store all of my save files in one directory, instead of them being inside their respective game folder. This is mostly because of the fact that save files are very large for even the most simple games (a while ago I deleted over 100mbs of just mzx saves), and my mzx archive is somewhat messy. If you do this, make it so that that the default save name shares the current world file name.

Actually, throw in a folder dedicated to screenshots too. I can't imagine how many times I've accidentally hit the screenshot button while editing.
<Nadir> mzxers don't make GAMES, usually
<phthalocyanine> they make experiences.
<Nadir> demos, more like
<Nadir> a glimpse into what could have been if mzx wasn't such a bore to work with
<Nadir> actually, i'm being unfair
<Nadir> i would have made mzx games if it was capable of running on more than 20 computers worldwide in 1998
<Nadir> >:D

<%Alice> functor
<%nooodl> i hear C++ has a thing called functors and they're completely different from Haskell functors...
<rorirover> the result is the most horrid thing in C++, it's basically black magic and it transforms any code you're writing into some eldritch monstrosity
0

#790 User is offline   Lachesis 

  • the pinnacle of human emotion
  • Group: DigiStaff
  • Posts: 3,895
  • Joined: 17-July 04
  • Gender:Female
  • Location:Sealand

Posted 27 December 2010 - 09:08 PM

for f in $(find mzx_folder | grep ".*sav$"); do rm $f; done

Though this isn't necessarily a bad idea, especially the screenshots bit. I hate it when that crap clutters up my game development folders.
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
0

#791 User is offline   ajs 

  • carpe diem
  • PipPipPipPipPip
  • Group: Members
  • Posts: 1,614
  • Joined: 21-October 00
  • Gender:Male
  • Location:United Kingdom

Posted 27 December 2010 - 09:15 PM

I think all your debugging ideas are good, but they're features of a real robotic debugger like Revvy's abandoned robotic debugger. This was able to insert breakpoints, single step, and showed all counters and their values at all times.

My proposal is really quite different -- poor man's "printf" debugging. Much easier to implement but more difficult to use. You can still debug your examples, it just requires more lines of code.

Adding special output directories for SAVs and screenshots is a good idea. The issue is finding a writable location where mkdir() is guaranteed to work. I guess most people on Windows run MZX from the directory extracted by their archiver, which is owned by their user by default and is therefore writable. But you can imagine that if MegaZeux had been copied to program files by another user, or you're using MZX on another platform (Linux, OS X spring to mind) the MZX binary directories aren't user-writable.

Maybe it's time to embrace AppData or Documents on Windows and dot directories on UNIX-ish platforms?

--ajs.
0

#792 User is offline   Lachesis 

  • the pinnacle of human emotion
  • Group: DigiStaff
  • Posts: 3,895
  • Joined: 17-July 04
  • Gender:Female
  • Location:Sealand

Posted 27 December 2010 - 10:17 PM

While we're on the topic, can the screenshot key be changed to ALT+F12 or such? I hit that key quite often by accident ^^;
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
0

#793 User is offline   Lachesis 

  • the pinnacle of human emotion
  • Group: DigiStaff
  • Posts: 3,895
  • Joined: 17-July 04
  • Gender:Female
  • Location:Sealand

Posted 05 January 2011 - 01:34 AM

Pixel precise sprites a la Logicow's draw command. Megazeux needs some fresh new stuff, I think this would be an easy way to get new people more interested in MZX, not to mention, make pixel precision less of a god-awful pain in the ass, and it wouldn't require huge world format changes like more chars and colors would require. While de-sucking Robotic is pretty important, I think new functionality like this needs to be looked at more seriously now, while MZX still has a community.
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
0

#794 User is offline   Lachesis 

  • the pinnacle of human emotion
  • Group: DigiStaff
  • Posts: 3,895
  • Joined: 17-July 04
  • Gender:Female
  • Location:Sealand

Posted 13 January 2011 - 11:14 PM

Create New Folder button when saving files
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
0

#795 User is offline   Dr Lancer-X 

  • 電波、届いた?
  • Group: DigiStaff
  • Posts: 8,936
  • Joined: 20-March 02
  • Location:ur mom nmiaow

Posted 14 January 2011 - 02:26 AM

alt-N really that hard to type lachesis?
Posted Image
<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
0

#796 User is offline   Lachesis 

  • the pinnacle of human emotion
  • Group: DigiStaff
  • Posts: 3,895
  • Joined: 17-July 04
  • Gender:Female
  • Location:Sealand

Posted 14 January 2011 - 02:32 AM

that keys typing press entering buttons combination does not do a thing Lancer-X stop making up features >:|

edit: oh, I had to press it with a directory selected, that wasn't very obvious. I didn't even know about this nnnnnnnnnnnnrrrrrrrrrrrrghhhhhhh

This post has been edited by Lachesis: 14 January 2011 - 02:35 AM

"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
0

#797 User is offline   Lachesis 

  • the pinnacle of human emotion
  • Group: DigiStaff
  • Posts: 3,895
  • Joined: 17-July 04
  • Gender:Female
  • Location:Sealand

Posted 27 January 2011 - 04:41 AM

Parentheses auto-highlighting in Robotic Editor -- if you put your cursor beneath a parenthesis, it highlights that parenthesis and its corresponding opening/closing parenthesis.
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
0

#798 User is offline   Lachesis 

  • the pinnacle of human emotion
  • Group: DigiStaff
  • Posts: 3,895
  • Joined: 17-July 04
  • Gender:Female
  • Location:Sealand

Posted 29 January 2011 - 11:10 PM

15:29:15 <Lachesis> CHAR, BYTE, and CHAR_BYTE really sux
15:29:24 <Lachesis> should be all
15:29:37 <Lachesis> chr&CHAR&,&BYTE&
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
0

#799 User is offline   Old-Sckool 

  • megazeux breaker
  • PipPipPipPip
  • Group: Members
  • Posts: 649
  • Joined: 07-June 05
  • Gender:Male

Posted 31 January 2011 - 06:14 AM

I made my own "fork" of megazeux, and added my own bunch of counter functions (to get the hang of C and finding my way through the mzx source) with varying degrees of hackishness...

sprN_active - if not zero, the sprite's position is automatically updated each cycle based on my new sprite counters (probably not the best name for it though)
spr_div - sets how many sub-divisions a char is broken down into when using my new sprite counters (which currently can be set < 1 because I suck)
sprN_xx/yy - just more precise versions of sprN_x,y.
sprN_velx/y - Set's the velocity in which the sprite will travel every cycle
sprN_accx/y - set's how fast the sprite will accelerate each cycle (automatically updating the velocity counters)

Having just written that down, I sort of just realized that you can't really just let megazeux update the sprite's positions on their own automatically, since there would be no way to manage collisions on your own, but replacing the sprN_active for an update function would work just as well. Also, if we were to implement these counters (or whatever they would be translated into in debyte), i think we should implement something that allows you to test for collision along the path that the sprite moves along.

Also, I was thinking about how you could make it easier to draw pixel precise stuff without something like logitech's draw command. My idea is to make a second charset that can be written to, but not drawn (much like the vlayer), and then be able to draw whole chars from that set to a specific point on to the charset in a way that's similar to Char_X, Char_Y, PIXEL, but char specific. To tired to figure out how it'd work out though.

Lastly, there needs to be a function that lets you write a single char/color to a block of Overlay/vlayer, because loading a mzm to do just that every cycle can't be fast...
<Nadir> mzxers don't make GAMES, usually
<phthalocyanine> they make experiences.
<Nadir> demos, more like
<Nadir> a glimpse into what could have been if mzx wasn't such a bore to work with
<Nadir> actually, i'm being unfair
<Nadir> i would have made mzx games if it was capable of running on more than 20 computers worldwide in 1998
<Nadir> >:D

<%Alice> functor
<%nooodl> i hear C++ has a thing called functors and they're completely different from Haskell functors...
<rorirover> the result is the most horrid thing in C++, it's basically black magic and it transforms any code you're writing into some eldritch monstrosity
0

#800 User is offline   xinexix 

  • Newbie
  • Pip
  • Group: Members
  • Posts: 6
  • Joined: 27-December 04
  • Gender:Male
  • Location:in front of my computer

Posted 03 March 2011 - 09:12 PM

If this has been mentioned anywhere on the forums before I couldn't find it.

The original editor "show" functions are kind of crappy. Particularly "show robot" is worthless if the character for the robot is the exclamation point, or if the robot's foreground and background color are the same. Not sure how difficult it would be, but these are my suggestions for improving it, with #3 being the best functionality IMO.

1) Use the mzx_default exclamation point when toggling all robots' character. (This doesn't address the color problem, and requires extra work to reveal exclamation point robots if the loaded character set's exclamation point IS the default.)
2) Have the robots toggle between more than just 2 characters. (Still doesn't address the color problem.)
3) Forget changing characters and change color instead, but change amongst more than the robots chosen color and some fixed color. For example, cycle all robots color from c0f -> c1e -> c2d -> c3c -> c4b -> you get the point.
0

#801 User is offline   allison 

  • Member
  • PipPip
  • Group: Members
  • Posts: 74
  • Joined: 13-July 09
  • Gender:Female

Posted 06 March 2011 - 03:01 PM

View PostLachesis, on 27 December 2010 - 03:17 PM, said:

While we're on the topic, can the screenshot key be changed to ALT+F12 or such? I hit that key quite often by accident ^^;


Come to think of it, why not add assignable keys? Then everyone would be happy in the key combination respect. :confused:
0

#802 User is offline   Lachesis 

  • the pinnacle of human emotion
  • Group: DigiStaff
  • Posts: 3,895
  • Joined: 17-July 04
  • Gender:Female
  • Location:Sealand

Posted 07 March 2011 - 01:52 AM

end sam like "sound.wav"

Would make my life a little easier.

. "### SOUND EFFECTS ###"
: "#soundFX"
loop start
if "SFX&loopcount&" = 0 "sfxSkip"
end sam like "&SFX('loopcount')&"
sam 0 "&$SFXPATH&&SFX('loopcount')&"
set "SFX&loopcount&" 0
: "sfxSkip"
loop for "('SFXNUM'-1)"
goto "#RETURN"


. "we don't want any .WAVs to play"
end sam like ".wav"


Or, something that would allow me to toss the end sam bit altogether; this would ignore the sound request if that sound is already playing when the command is executed.

sam 0 "sound.ogg" if not playing

"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
0

#803 User is offline   RyanThunder 

  • Old-fashioned MZXer.
  • PipPipPipPip
  • Group: Members
  • Posts: 508
  • Joined: 09-November 02
  • Gender:Male

Posted 18 April 2011 - 04:08 AM

So, sprites can only be 255 x 255...

Any possible way to expand their maximum size in the future?

This post has been edited by RyanThunder: 18 April 2011 - 04:08 AM

0

#804 User is offline   flarn2006 

  • Newbie
  • Pip
  • Group: Members
  • Posts: 9
  • Joined: 08-February 05

Posted 22 May 2011 - 03:55 AM

Add an option to specify a "template" world in config.txt. That way, when you create a new world, it automatically starts with a copy of that world. For instance, I would have it have a 72x19 board and viewport, and have something in the global robot to give you infinite ammo.
0

#805 User is offline   flarn2006 

  • Newbie
  • Pip
  • Group: Members
  • Posts: 9
  • Joined: 08-February 05

Posted 22 May 2011 - 03:56 AM

View PostRyanThunder, on 18 April 2011 - 12:08 AM, said:

So, sprites can only be 255 x 255...

Any possible way to expand their maximum size in the future?


You're kidding, right?
0

#806 User is offline   Lachesis 

  • the pinnacle of human emotion
  • Group: DigiStaff
  • Posts: 3,895
  • Joined: 17-July 04
  • Gender:Female
  • Location:Sealand

Posted 30 May 2011 - 02:40 PM

max&A&,&B& and min&A&,&B& would save me a lot of unnecessary and ugly expression constructs.
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
0

#807 User is offline   zzo38 

  • Registered members
  • PipPipPip
  • Group: Members
  • Posts: 445
  • Joined: 16-May 08
  • Gender:Not Telling

Posted 30 May 2011 - 03:50 PM

View PostLachesis, on 30 May 2011 - 07:40 AM, said:

max&A&,&B& and min&A&,&B& would save me a lot of unnecessary and ugly expression constructs.

Just for information, my own MegaZeux versions supports a kind of MAX and MIN functions, they are the { and } operators in expressions.

But you are correct, it is in fact a useful things to have. (It is also useful to use both at once)
In Capitalist America, law violates YOU!

"Potion of Confusing": Solve all the puzzles, hold second one as you hold a pencil, and save gibbering mouthers from the king's army.
0

#808 User is offline   Dr Lancer-X 

  • 電波、届いた?
  • Group: DigiStaff
  • Posts: 8,936
  • Joined: 20-March 02
  • Location:ur mom nmiaow

Posted 31 May 2011 - 02:27 AM

My version of MegaZeux also has MIN and MAX, although they are types and you calculate MIN and MAX by putting down a MIN or MAX type of X colour Y param and the min (or max) of X and Y is used as the char for that object.

Of course, you can also define your own MIN and MAX with lambda spinning guns but I don't advise this because calculations can be slow. Plus you need to use lambda tigers for currying as min and max are binary or even variadic.
Posted Image
<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
0

#809 User is offline   Lachesis 

  • the pinnacle of human emotion
  • Group: DigiStaff
  • Posts: 3,895
  • Joined: 17-July 04
  • Gender:Female
  • Location:Sealand

Posted 31 May 2011 - 02:35 AM

How do your lambda spinning guns work? You almost have me sold.
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
0

#810 User is offline   Dr Lancer-X 

  • 電波、届いた?
  • Group: DigiStaff
  • Posts: 8,936
  • Joined: 20-March 02
  • Location:ur mom nmiaow

Posted 31 May 2011 - 03:45 AM

View PostLachesis, on 31 May 2011 - 12:35 PM, said:

How do your lambda spinning guns work? You almost have me sold.

They work like normal spinning guns, except when arranged in sets of 3x5 letters to form a word, in which that word becomes, when henceforth used as a counter, a call consisting of everything on the board in the same rows as the 'word' of lambda spinning guns. Execution continues on this mini world until there are no more bears, at which point the number of gems is returned to the caller.
Posted Image
<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
0

Share this topic:


  • (31 Pages)
  • +
  • « First
  • 25
  • 26
  • 27
  • 28
  • 29
  • Last »
  • You cannot start a new topic
  • This topic is locked

5 User(s) are reading this topic
0 members, 5 guests, 0 anonymous users