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Messages - Krice

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Early Dev / Re: The Prowler
« on: March 21, 2018, 11:00:39 AM »
I decided to keep project files. If VS wants to add them it's probably some kind of idea there. And that's probably for other people who have VS so they don't have to setup a project.

Programming / Re: My language
« on: March 21, 2018, 10:58:49 AM »
And how would you implement local variables to distinguish them from function arguments?

integer a=0

= for local variables and : for parameters.

Programming / Re: My language
« on: March 21, 2018, 10:57:05 AM »
Fun language, Krice. The best thing is that I don't know what the output of my program is even though it is based on one of the simplest and best known programming constructs there is.

If repeat is 'nameless' then it's the one you last used. In this case it's repeating 1-10 ten times.

Early Dev / Re: The Prowler
« on: March 21, 2018, 07:06:16 AM »
Well, the extension name is vcxproj, not vxproj (missing 'c' letter), so let's see what happens to those later when gitignore has the proper filename ext. Those project files just seem like not something to track in repo.

Early Dev / Re: The Prowler
« on: March 19, 2018, 12:50:38 PM »
I tried to remove project files (.sln and .vxproj) from the repository, but at least adding them to .gitignore didn't work. If someone has done this before, I'd like to know how, using Visual Studio's github extension. It can't be this hard, can it?

Early Dev / The Prowler
« on: March 19, 2018, 10:42:18 AM »
You can follow the development of this project on github:

This is my first project on git, and it did add some VS project files in the repository, but whatever. I'm still making local backups without git (and with it, since it's making local clones also), because I don't trust it. But this makes possible for people to follow the development on source code level. The idea I have here is use procedural style in C++ with some oop features.

Programming / Re: [coding] TomeNET needs your help to find a bug! :D
« on: March 02, 2018, 08:27:24 AM »
We need to understand why 1-15 glyphs works and 16-31 aren't.

I just told you my theory about the console implementation. I'm starting to get an impression that you guys aren't programmers at all.

Programming / Re: [coding] TomeNET needs your help to find a bug! :D
« on: February 25, 2018, 08:03:54 AM »
For now we need to understand how to fix 0, 16-31 glyphs! As 1-16 works for remapping (but actually they are 'system' commands), it has to be possible to make 16-31 work too!

My guess is it depends on that console window, how it's displaying fonts. In graphical versions it would be simply easier to use anything else than console, something like SDL2. That way you can use real bitmaps (rather than fonts) and forget everything about console. If you can't change how the console is displaying fonts then how are you going to make it work?

Programming / Re: My language
« on: February 22, 2018, 05:22:01 PM »
What's the advantage over existing languages?

I don't know yet. I got stuck when thinking about functions and classes. This is a kind of thing where you would need to actually try things, although it's possible to try them in theory, only harder. Implementing a language (compiler) is probably quite difficult.

One of the problems with classes and modular programming is that do we need more protection (of data) or less? For example if classes always had private data, it could make programmers write better modular code. At least in theory.

Programming / Re: My language
« on: February 17, 2018, 04:01:43 PM »
Function syntax looks like this:

Code: [Select]
function myfunc
integer a:0 //: is a parameter with default value 0

if a=0 return true

return 10 //gives error, first return determines the type

myfunc(a:1) //target variable, not everything has to used

The class looks pretty much same. But while I have been thinking about class I wouldn't want to do it in the way C++ does it. I think private part of the class is mostly useless, because in real life you anyway get into situation where you want to access data with get/setters, and so being private doesn't really protect the class. Also, protected keyword in C++ is just adding to confusion.

Programming / My language
« on: February 15, 2018, 03:48:18 PM »
I've thought some ideas, like loops that have a "inside" value that could be accessed.

Code: [Select]
repeat 10
     print "the value is " repeat.value

In case of multiple loops you could use a "reference" by writing repeat 10 as x. ('as' could be generic reference keyword.) Also, the value would go from 1 to 10, not from 0 to 9.

Until would work like 'while' in C++, but same as repeat:

Code: [Select]
until 0=5
    print "the value is " until.value

In that example 0 is the initial value and when 5 it breaks out.

Programming / Re: Help me find a better language than C++
« on: February 15, 2018, 12:27:41 PM »
Just an update, I've gone so far as started to write imaginary code with my own language! No but it's kind of fun. This far I've managed to write code that doesn't have () or {} characters, I noticed you don't really need them and without them the source code is actually more readable.

Events and News / Re: Roguelike Radio podcast
« on: February 09, 2018, 10:46:35 AM »
When I hear Tommy's accent I think he looks exactly like James Nesbitt. I have no other comments on that episode, other than that inverted AI sounds dumb in my opinion (although I guess an easy solution to make AI do stuff).

Announcements / Re: Star Souls game
« on: February 07, 2018, 09:52:38 AM »
Star maps and battle maps in Star Souls are generated randomly. In addition, death is irreversible, if you are dead, you must start again.

So it's not a roguelike. But I guess it's ok. Don't worry about it.

Announcements / Re: Star Souls game
« on: January 31, 2018, 02:44:40 PM »
- Roguelike elements and fairly high difficultly ensure a challenging adventure.

What are these roguelike elements? Just to remind, randomness itself is not a roguelike element. Many games can have randomness without being roguelikes at all.

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