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Member Since 27 Nov 2005
Offline Last Active Nov 05 2012 03:16 PM

Posts I've Made

In Topic: Advanced Mathematics for Computer Science

19 March 2012 - 11:51 AM

On top of what everyone said, without a doubt take a graduate course in Neural Networks.

In Topic: Kickstarter: 26 Games 26 Weeks

09 January 2012 - 12:40 AM

With the first week complete, we are sitting at 8% funding. With your help we can do this!
A lot of forums and news sites are refusing to help me publicize the project so I am going to try to pull together enough time to make a small game that will advertise the project.

Please take the time to check out the project; lets make games! ;)

In Topic: Somehow weird coordinate system, need help

05 August 2011 - 08:58 PM

Looks interesting. Just something cool that I noticed, if you add the X and the Y values together, if the resulting value is even then the triangle is pointing up like /\ or if the resulting value is odd then the triangle is pointing down like \/

In Topic: AS3 hitTest agaist copied pixels

03 August 2011 - 12:28 AM

When I made the canvas the size of the button and placed the points at ( 0, 0 ) so they would fill just the canvas, the mouse was still sensitive the the whole tile sheet, hidden parts and all. I'm not actually using a Sprite (as in a Sprite that is a one-frame MovieClip).

Well, I've got to hitTest against some bitmapData, and the only bitmapData (other than the canvas) that is available is the tile sheet ( _sheet ) . But I think what I really need to test against is the result of this :

_canvas.copyPixels( _sheet, _buttonTile, _buttonLoc );

No idea how. Not sure what is right to do. i just know that people make whole games by blitting the graphics so there must be a way to make menu buttons work.

It was nice you you to respond to my thread.

I know this doesnt directly answer your question, but whenever using vanilla AS, I avoid the built in hitTest methods at all cost, I typically roll my own. On a side note though, if youre using bitmap graphics, use Flixel. Its awesome, it rocks, and its awesome. Trust me!

In Topic: Request for Comments: Epoch Language, Release 11

11 July 2011 - 11:41 PM

Ive been following Epoch since you first started making topics about your pragmatic language of the future, but there is one thing I have always disliked and wondered about...
Why do you use that syntax for declaring variables?

If I was to skim code for variable declarations to see any initial values or the type, having it contained within parentheses and with function-like syntax, would really make it hard to read. Im guessing that it is for consistency and so that there doesnt have to be a special case, as far as syntax goes, for variable declarations. I know other languages have done it this way, but it is so hard to read! I like the language a lot and its goals, but I cant seem to get used to this!

Perhaps you can shed some light on the decisions behind this and why you chose it over other possibilities?

EDIT: I also find it weird how declaring an instance of a structure is done. It looks so ugly to me. If my structure has 3 members, then when I declare an instance, there will actually be 4 things within the parentheses because of the identifier.