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1  Games Center / WIP games, tools & toy projects / Re: Really a Markup Language (RML) on: 2014-10-20 10:40:39
Okay how about this:
RML is a language that kinda looks like XML and it doesn't have any immediate purpose for the general programmer but I don't care because this project was really just for fun.
2  Games Center / WIP games, tools & toy projects / Re: Really a Markup Language (RML) on: 2014-10-20 00:47:34
2. What language is not cluttered and confusing most of the time?
    - Html-> XML
I think what we're trying to get at here is that most consider XML to be extremely cluttered.

And that's where the problem stems because I find xml to be the least cluttered out of all the languages I know and I guess I'm in the minority.
3  Games Center / WIP games, tools & toy projects / Re: Really a Markup Language (RML) on: 2014-10-20 00:21:02
I don't see how:
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<double name="index" value="500"/>

is more readable than:
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double index = 500;


I see, I didn't really think about it like that.

My Thought Process:
1. Java can be cluttered and confusing to read sometimes
    - I should fix that
2. What language is not cluttered and confusing most of the time?
    - Html-> XML
3. Make something that looks like xml yet functions like java
    - RML was born

 Maybe "readable" is the wrong word, would "clear" (or "overly clear") be a better word?

Also, recursion is possible with the latest commit.
4  Games Center / WIP games, tools & toy projects / Re: Really a Markup Language (RML) on: 2014-10-19 22:07:00
Not trying to bash (heh) but I'm not sure the particular brand of "readability of XML" is a desirable property for most.

Question: if functions don't yet take parameters, then what is print?

Yeah I didn't really think so, this is more for me and my future projects. I just thought to share this in case anyone else was interested.

As for your question, the print tag is its own separate command not a parameter.

Scripting is about convenience, when Java is too verbose or imposes too many rules. You went in the opposite direction.

Yep. That's the point. RML is not about convenience at all, but readability. 
5  Games Center / WIP games, tools & toy projects / Really a Markup Language (RML) on: 2014-10-19 21:26:58
Hey JGO,

I've been working on this xml-ish scripting language and interpreter library thing.

GitHub Link Here


Purpose:
RML is a language that kinda looks like XML and it doesn't have any immediate purpose for the general programmer but I don't care because this project was really just for fun.

A simple script:


Features:
- functions
- doubles, booleans, and strings
- conditional statements
- printing to the console
- lists

To be Added:
- parameters for functions
- loops

FAQ:
1. Is this project Gluten free?
    A: no
2. Can I has recursive functions?
    A: yes
3. Can i create my own tags and commands with this library?
    A: yes
4. Download?
    A. no, I'll release a download when I get around to it.
6  Game Development / Newbie & Debugging Questions / Re: Do I need to use shaders for this loading bar? on: 2014-10-18 14:34:05
If you are using libgdx, you can use a NinePatch to keep the edges the same scale while scaling the inside.
7  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [Box2D] Dynamic body floating over static bodies on: 2014-10-18 04:28:50
if it is off by the same margin each time you can just fake the rendering
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-10-17 02:54:25
Managed to get a rough (but working) customizable console library going today:
9  Game Development / Newbie & Debugging Questions / Re: Clean code & Smooth development on: 2014-10-16 01:16:11
Comments and Ctrl+Shift+F  to auto format code in Eclipse. Ctrl+Shift+O Organizes imports.
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-10-16 00:49:34
I made Windows 8.1 look like Xubuntu (more or less)!


I have Xubuntu Dual booted on my system and I really like the look, but I also like the convenience of windows. So I applied a third-party theme and changed my taskbar to fit the theme.

The Theme that I used

How to install
11  Discussions / General Discussions / Re: Paint program that allows full rotation? on: 2014-10-14 00:08:59
Gimp crashes when it loads fonts lol. Undecided Undecided Undecided Undecided

If I even open another window it crashes (Not responding)

I'll just invest my time into game programming VS. game graphics for my project.

Thanks jimmt.
Are you sure its crashing? Sometimes gimp just takes a long time to load the fonts
12  Game Development / Newbie & Debugging Questions / Re: Pathfinding? on: 2014-10-13 21:44:36
Check out A* (A star)
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-10-12 22:53:51
Started a GitHub repository for my scripting language
-->Here<-- (WARNING-> Very rough code and readme )
14  Game Development / Newbie & Debugging Questions / Re: Would it be better to make a thread for terrain generation> on: 2014-10-06 13:13:27
I would agree with the chunk system. If you do it right, loading times will be minimal but you have to find that balance between chunk sizes. Too large chunks will take too long to load but to small chunks will be too numerous and still take a long time to load. So keep that in mind.
( if you want you could put the chunking system on another thread but if you don't know what you are doing, it could be detrimental in the long run so I would not suggest it.)
15  Games Center / WIP games, tools & toy projects / Re: Red Game 2D Engine tech demo on: 2014-10-06 12:08:26
Controller controls are "iffy". As soon as I load the game, I blast off into some unknown direction then whenever I try to shoot, the game crashes. This may be because I am using a PS3 controller bu I don't know.
[EDIT]
Also, start does not close out of the game but right trigger does so it may be a mapping error or something
16  Game Development / Newbie & Debugging Questions / Re: LibGDX Loading Audio File on: 2014-10-05 23:47:13
I got a sound to play like this:
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Sound sound = Gdx.audio.newSound(Gdx.files
            .internal("res/Sound/ButtonClick.wav"));


Then played it using:
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sound.play();
17  Games Center / WIP games, tools & toy projects / Re: Astrofirm on: 2014-10-05 19:20:31
Btw, I will be posting smaller updates more frequently on the Blog and reserve this post for larger news. So if you want to stay constantly in the know, please follow --> Astrofirm Blog  Cool

18  Games Center / WIP games, tools & toy projects / Re: Astrofirm on: 2014-10-05 02:11:13
Honestly, I have no idea. Anywhere between late this year to summer next year. This is because I don't have a lot of time to code since this is my Junior year in High School which is very demanding. I'm on fall break right now so expect more updates this week but once this week is over, updates will slow down.  Emo

However, I may release a demo sometime this week if I can polish out some mechanics so be prepared for that.  Pointing
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-10-04 21:20:05
Wow a whole custom theme! All I did was edit a few elements in the custom CSS section for the Optica theme. That being said, that little magnifying glass in the google chrome console has proven its worth.
20  Games Center / WIP games, tools & toy projects / Re: Astrofirm on: 2014-10-04 19:51:42
Hardcore Parkour!
Click to Play

(Yep this is still a thing  Tongue)
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-10-04 16:37:49
Did some reworking on my Blog ---> http://astrofirm.tumblr.com/
22  Games Center / WIP games, tools & toy projects / Re: Speed Clicker on: 2014-10-04 05:41:03
This is such a simple yet mildly entertaining game Smiley
High Scores:
Time Attack: 14.58s
High Score Mode: 23
Rush: 14
23  Discussions / Miscellaneous Topics / Re: Whays the story behind your name on: 2014-10-04 02:12:34
My name is neither "King" nor "123"  Tongue
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-10-02 02:51:28
More work done on my XML based markup language:
File: main.rml
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<rml class="Main">
   <main>
         // Lists are not yet implemented
         //<list name="myArray" type="string">
         //   <ar value="Hello"/ar>
         // <ar value="Good Bye"/ar>
         //</list>
      <int name="index" value="500"/int>
      <string name="line" value="This is a test of strings"/string>
      <@func name="myFunc" /@func>
   </main>
   
   <func name="myFunc">
      <print>
         <@var name="line"/@var>
         <@var name="index"/@var>
         *Really a Markup Language* is single and ready to mingle!!
      </print>
   </func>
</rml>

Output:
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*Really a Markup Language* is single and ready to mingle!!
This is a test of strings
500

To Do: Conditional Statements, Loops, Boolean Values, Lists, Math, Console in Window. Wish me luck!
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-09-20 15:10:58
I created a parser for my XML based scripting language
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<rml class ="MyClass" test ="This is a test">
   <main>
      <variables>
         <int name="i" val="10"/int>
         <list name="myArray" type="string">
            <ar val="Hello"/ar>
            <ar val="Goodbye" /ar>
            <ar val="Welcome"/ar>
         </list>
      </variables>
   </main>
</rml>


Output:

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class com.gh.main.Parser: Opened: rml
class com.gh.main.Parser: rml-> class-->MyClass
class com.gh.main.Parser: rml-> test-->This is a test
class com.gh.main.Parser: Opened: main
class com.gh.main.Parser: Opened: variables
class com.gh.main.Parser: Opened: int
class com.gh.main.Parser: int-> name-->i
class com.gh.main.Parser: Opened: list
class com.gh.main.Parser: list-> name-->myArray
class com.gh.main.Parser: list-> type-->string
class com.gh.main.Parser: Opened: ar
class com.gh.main.Parser: ar-> val-->Hello
class com.gh.main.Parser: Opened: ar
class com.gh.main.Parser: ar-> val-->Goodbye
class com.gh.main.Parser: Opened: ar
class com.gh.main.Parser: ar-> val-->Welcome
class com.gh.main.Parser: Closed: list
class com.gh.main.Parser: Closed: variables
class com.gh.main.Parser: Closed: main
class com.gh.main.Parser: Closed: rml


26  Game Development / Newbie & Debugging Questions / Re: Is it possible to add variable values to texture name when calling for a draw? on: 2014-09-18 11:56:11
I don't think so. But just for clarification, you are talking about having 3 separate texture variables which share all of the same letters in them except for one. You are then trying to stitch a number corresponding to the texture you want on the end of the variable tag when you call the texture for drawing. Basically treating it like a string?
27  Game Development / Newbie & Debugging Questions / Re: Is it possible to add variable values to texture name when calling for a draw? on: 2014-09-18 11:40:39
You can do that same thing if you store the textures in a texture array called player_0
28  Games Center / Android Showcase / Re: [Free] WaveRun (SoftKiwi) on: 2014-09-15 23:57:59
pic broken, I would suggest imgur for image hosting
29  Game Development / Newbie & Debugging Questions / Re: Calculating 2D tiled lights (additive behaviour of multiple sources) on: 2014-09-15 23:35:08
That seems right, I use a similar technique in my game Astrofirm (see gif). Just have a minimum light level and a maximum light level then have each rendered tile's light add a fraction their neighbors light level to itself until the fraction is too small to add to new tiles, but you must make sure that the light level variable is reset back to the minimum light level each frame or it will just continue rise. You can even have dynamic shadows if you make solid blocks not transmit much light.

Lights in Astrofirm (sorry if hard to see):
Click to Play



A few differences:
1. My lighting algorithm uses RGB as the indication of brightness instead of Alpha values in order to support colored lights. (I recommend this way where total higher RGB values indicate brighter light and individual RGB values indicate color.
2. My bleeding might be a bit exaggerated   Wink

Hope this helped at all.
30  Discussions / Miscellaneous Topics / Re: What other programming languages do you use & why? on: 2014-09-15 22:53:37
I regularly use Java, HTML, and CSS and rarely use C++ and JavaScript

(ps: is it weird that my first language was C++ but then I found Java and totally abandoned C++?)
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