I'm a whore
Feedback?
VOTE DAMMIT.
I'm a whore
Feedback?
VOTE DAMMIT.
At 2/21/09 01:18 AM, liaaaam wrote:At 2/21/09 12:27 AM, ReNaeNae wrote:Renae reverts to her 12 year old self.. assuming she's NOT 12.. DUN DUN DUN :OHi fwe!!! ...you said poop! lol :D
Not only is she 12, but she's also... a girl O.o
they're a rare sighting around these parts they are, only come out at night and that's provided the full moon is out..
At 2/21/09 12:27 AM, ReNaeNae wrote:At 2/20/09 11:05 PM, fwe wrote: Just poopin in...seems to be the trendy thing to do these days!!
Hi fwe!!! ...you said poop! lol :D
I miss youuuuuuuuuu
Pacman Dossier
This article is an incredible read on the game Pacman. It's incredibly detailed and even goes into collision detection, level design, and kill screens.
Hi there!
At 2/20/09 04:12 PM, Glaiel-Gamer wrote:At 2/20/09 03:24 PM, The-Super-Flash-Bros wrote:That's an interesting idea.At 2/20/09 03:16 AM, Glaiel-Gamer wrote: does anyone know how to force flash to copy an Object rather than treat it as a reference without needing to copy over each member individually?Have you tried witing the object to a byte array, then reading it back out? If you want to maintain the class type, you'll need to serialize it first. It should create a copy with all the same properties
Tom-
Just makes me wish flash would let you specify "function a(reference b:Number) or function b(copy b:Object)" while keeping it defaulting to what it is now
Yeah, it's kinda sad that you can't. At the base level though, the bytecode must be able to make that distinction, since it makes copies of primaitve types but references to higher level objects.
The bytearray method is great though, I have a static object cloning function in my utils class that I use quite a bit
Tom-
hey guys im typing this message from the Apple store in PA. WOO
At 2/21/09 02:36 PM, The-Super-Flash-Bros wrote: Yeah, it's kinda sad that you can't. At the base level though, the bytecode must be able to make that distinction, since it makes copies of primaitve types but references to higher level objects.
Nah, bytecode doesn't deal with objects. References are pretty much primitive values. You push a reference and call an opcode to do something with it.
At 2/21/09 02:49 PM, GustTheASGuy wrote:At 2/21/09 02:36 PM, The-Super-Flash-Bros wrote: Yeah, it's kinda sad that you can't. At the base level though, the bytecode must be able to make that distinction, since it makes copies of primaitve types but references to higher level objects.Nah, bytecode doesn't deal with objects. References are pretty much primitive values. You push a reference and call an opcode to do something with it.
I need to look into flash at the base level more some time. So primitives are all that the bytecode handles?
Tom-
I <3 Little Big Planet and Resistance 2
killzone 2, and sadly motorstorm 2
Add me up! My PSN Name is Duchednier
Also i'm going to add you mr funkycaveman! But i think i might already have you on there... maybe... not sure O.o
klkl, i will look forward to playing with you are beating your ass :)
At 2/21/09 06:07 PM, funkycaveman wrote:I <3 Little Big Planet and Resistance 2killzone 2, and sadly motorstorm 2
Add me up! My PSN Name is Duchednierklkl, i will look forward to playing with you are beating your ass :)
Also i'm going to add you mr funkycaveman! But i think i might already have you on there... maybe... not sure O.o
haha i'd kick your ass in Little big planet >=D
if .. possible....
ANYBODY WHO PLAYS RESISTANCE 2 ONLINE TELL ME AND I WILL INVITE YOU TO MY SUPER SEXY CLAN
ESSENCE OF DIVINITY LEVEL UPDATE
The level has undergone some sex and now its better looking than ever.
(i'm leaving for work right now so i couldn't finish the shadows on the house and i have alot to change, but its very VERY nice)
Also, thanks to flash's bitmap cache i have cleared the level from lag.
*happy*
I need to look into flash at the base level more some time. So primitives are all that the bytecode handles?
Sort of... the AVM2 bytecode can be pretty abstract when compared with typical "assembly-like languages". The bytecode standard (or whatever this document on AVM2 opcodes is) explains what values certain opcodes expect--generally a primitive or an index into one of several tables (which in turn could contain references). That may not be relevant, though.
I've always thought that the phrase "pass by reference" was a big misnomer when used alongside "pass by value". Nothing is ever passed by reference. You can pass *a* reference, but the reference itself will be passed by value (copied). The canonical example is a swap method of the form swap(a:type, b:type):void, where the values are swapped in a side-effecting manner.
In C#, you can pass a reference to a reference by using the "ref" keyword before your parameters. In C/C++, you can pass pointers to pointers and other things like that. AS3, in standard fashion, has no explicitly defined mechanism for doing this sort of thing.
We should take care not to make the intellect our god; it has, of course, powerful muscles, but no personality.
At 2/21/09 12:51 PM, jmtb02 wrote: Pacman Dossier
This article is an incredible read on the game Pacman. It's incredibly detailed and even goes into collision detection, level design, and kill screens.
I underestimated the complexity of Pac-Man!
At 2/21/09 12:51 PM, jmtb02 wrote: Pacman Dossier
This article is an incredible read on the game Pacman. It's incredibly detailed and even goes into collision detection, level design, and kill screens.
I always find stuff like that fascinating. I read an article like that on the original metroid once, much much more complicated game, but it did explain exactly what caused the glitches and what their result is too.
Read something on the original pokemon game too, with the missingno glitch and its cause. Its interesting stuff
I also found that pac-man write-up very interesting. A year and a half in development and revolutionized gaming. Having an idea man directing artists, sound makers, and programmers worked out I guess.
At 2/21/09 02:54 PM, The-Super-Flash-Bros wrote: I need to look into flash at the base level more some time. So primitives are all that the bytecode handles?
Yep. The actual objects are handled by native code.
Doing the useless
var a = ({ x : 123 }).x;
would be like
string 'x' // key
int 123 // value
object 1 // pop 2*n values, push object with n fields
getprop 'x' // pop object and push the field value
setreg 1 // assign value to function-local register
So it doesn't actually write to memory or anything, objects are values to bytecode as well.
You can check more out at http://haxe.org/com/libs/hxasm (links to a complete list of v9 ops).
I made an runtime script-to-bytecode compiler http://www.matumeistari.lv/stuff/console .swf, links to source, though that's also been succeeded by a compiler in hxformat as I never bothered to finish.
At 2/22/09 04:39 AM, orb wrote: Oh hey guys how's it goin :3
Just watched your mime submission - Awesome!
300 hours? Nice.
Haha what'd happen if my post about bytecode would be the first on the page again! >:p
It has the horrifying effect of causing constructive discussion for the duration of the page.
haha i'd kick your ass in Little big planet >=D
i actually highly doubt that :>
At 2/22/09 11:46 AM, GustTheASGuy wrote: Haha what'd happen if my post about bytecode would be the first on the page again! >:p
It has the horrifying effect of causing constructive discussion for the duration of the page.
Sorry about that :P
New Simpsons Theme
Seems a bit too modern, although still pretty good. I quite like the nostalgia the older one provides though...
At 2/22/09 01:23 PM, crushy wrote:At 2/22/09 11:46 AM, GustTheASGuy wrote: Haha what'd happen if my post about bytecode would be the first on the page again! >:pSorry about that :P
It has the horrifying effect of causing constructive discussion for the duration of the page.
New Simpsons Theme
What do guys think?
Seems a bit too modern, although still pretty good. I quite like the nostalgia the older one provides though...
Hmmmm... it was very long, as long as they do a short version like they did before with only like 2 of the scenes, then i'm happy ^_^
At 2/22/09 11:46 AM, GustTheASGuy wrote: Haha what'd happen if my post about bytecode would be the first on the page again! >:p
It has the horrifying effect of causing constructive discussion for the duration of the page.
I think it's above most of our heads, so we couldn't contribute constructively to the conversation anyway...
At 2/22/09 01:23 PM, crushy wrote: New Simpsons Theme
What the hell was wrong with the old one :S? They should have stopped the simpsons ages ago anyway, after about season 12 it started to get really bad.
At 2/22/09 02:54 PM, Depredation wrote:At 2/22/09 01:23 PM, crushy wrote: New Simpsons ThemeWhat the hell was wrong with the old one :S? They should have stopped the simpsons ages ago anyway, after about season 12 it started to get really bad.
it wasn't HD that's what
http://www.youtube.com/watch?v=Q16KpquGs Ic
At 2/22/09 02:55 PM, Glaiel-Gamer wrote: it wasn't HD that's what
http://www.youtube.com/watch?v=Q16KpquGs Ic
Ronald Roll? :O
Attn: Liam
Please remove your site from StumbleUpon, it's annoying stumbling on to sites I already know about. Thanks.
At 2/22/09 02:55 PM, Glaiel-Gamer wrote: it wasn't HD that's what
http://www.youtube.com/watch?v=Q16KpquGs Ic
Ah sweet jesus, my ear drums just blew up, goddam cheap headphones.
At 2/22/09 11:38 AM, crushy wrote:At 2/22/09 04:39 AM, orb wrote: Oh hey guys how's it goin :3Just watched your mime submission - Awesome!
Thanks yo ;)
300 hours? Nice.
Yeah I worked pretty steadily throughout the semester on it, and I think it really paid off :)
Impendingriot and I finished a game! Vote five!
It's not really epic or anything... but it feels good to finish something.
I hope the link works the way it should...
At 2/22/09 04:31 PM, Coaly wrote: Impendingriot and I finished a game! Vote five!
http://www.newgrounds.com/portal/view/48 4418
It's not really epic or anything... but it feels good to finish something.
I hope the link works the way it should...
Cool I like the achievements :)