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DarkBASIC Discussion / Animation Timing

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epicgamer
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Posted: 20th Feb 2013 06:45 Edited at: 20th Feb 2013 07:10



Fluffy Rabbit
User Banned
Posted: 20th Feb 2013 09:34
1) You shouldn't use floats for object numbers. The correct data type in that case would be integer. (Of course, that wouldn't stop this from working.)
2) This code is what I like to call "out of context", meaning it is isolated from the other code that would make it work. Maybe somebody else can try to make sense of it, but I can't. I assume it has something to do with the timing of spell animations.
TheComet
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Location: I`m under ur bridge eating ur goatz.
Posted: 20th Feb 2013 10:03
this sucks.

http://blankflankstudios.tumblr.com/
"You're all wrong. You're all idiots." - Fluffy Rabbit
"Bottom line, people are retarded." - Fluffy Rabbit
epicgamer
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Posted: 20th Feb 2013 10:15 Edited at: 20th Feb 2013 21:24
Quote: "out of context,"



http://img9.imageshack.us/img9/9823/sense1.jpg



TheComet
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Posted: 20th Feb 2013 10:32


Why would you even define that? And to boot, it's a float. Oh yeah, I totally want to have the option to change the value of the number "one" because in the future there will be universes where 1 doesn't equal 1.

Hang on, let me improve that.



Why are you using floats for objects? That's BAD, ok? Not good. Horrible. Atrocious.

TheComet

http://blankflankstudios.tumblr.com/
"You're all wrong. You're all idiots." - Fluffy Rabbit
"Bottom line, people are retarded." - Fluffy Rabbit
epicgamer
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Posted: 20th Feb 2013 10:45 Edited at: 20th Feb 2013 20:16
TheComet
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Location: I`m under ur bridge eating ur goatz.
Posted: 20th Feb 2013 11:22
I don't understand why you're posting this. Do you have a question you want answered?

Nothing you post is of any use to us, and has no correlation with anything else.

TheComet

http://blankflankstudios.tumblr.com/
"You're all wrong. You're all idiots." - Fluffy Rabbit
"Bottom line, people are retarded." - Fluffy Rabbit
epicgamer
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Posted: 20th Feb 2013 15:55 Edited at: 20th Feb 2013 20:24



TheComet
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Posted: 20th Feb 2013 17:05
Fine, if you don't want to give me a straight answer and keep posting meaningless code (and it's not even good or helpful code, so you're just wasting everyone's time), I see no need to participate in this thread anymore.

TheComet

http://blankflankstudios.tumblr.com/
"You're all wrong. You're all idiots." - Fluffy Rabbit
"Bottom line, people are retarded." - Fluffy Rabbit
Libervurto
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Posted: 20th Feb 2013 17:07
@EpicGamer
You are a strange one.
You seem to have some grasp of what you're doing but then you also do completely bizarre things that I wouldn't even expect from a noobie on their first day (like declaring "one#=1"). Plus you barely say anything and just post screenshots and code. Talk a little more and you will get more help. Don't worry if English is not your first language there are people from all countries here.

You don't seem to have taken much advice on board so I'm wondering how much you can understand from what we tell you.

Fluffy Rabbit
User Banned
Posted: 20th Feb 2013 17:35
One thing I can gather is that this was written in DarkBASIC Pro. We have a board for that.
TheComet
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Posted: 20th Feb 2013 17:53
Nah, there's no way a screen shot could look that crappy with DBP. What makes you say that?

TheComet

http://blankflankstudios.tumblr.com/
"You're all wrong. You're all idiots." - Fluffy Rabbit
"Bottom line, people are retarded." - Fluffy Rabbit
epicgamer
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Posted: 20th Feb 2013 21:16 Edited at: 20th Feb 2013 21:20
Quote: " I'm wondering how much you can understand "


epicgamer
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Posted: 21st Feb 2013 21:41


//

pcRaider
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Posted: 1st Mar 2013 07:29
DarkBasic Manual
Quote: "
So far, we have seen variables used to store and recall integer values. Variables can also store real numbers and strings. In order to allow a variable to store these other types of data, you must make sure the variable is recognized as an integer, real or string variable. To name a real number variable, you must add a hash character (#) as the last character of the variable name. If you want your variable to store a string, you must add a dollar character ($) as the last character of the variable name.
"


myname$="Lee" ← strings
data3d#=42.5 ← real numbers (FLOAT)
TEL_Number=1234 ← integer numbers
Latch
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Posted: 1st Mar 2013 18:41
The code epicgamer posted looks like a demonstration on how to have a projectile "track" an object. The projectile moves towards it, tests for a hit, and if not, it's angle is adjusted. It may also be leading code to find the collision point of a moving object and projectile. That's what the the screen shots seem to be showing.

I think epicgamer is proposing a method. I'll bet he'd be interested in improvement on the method and not so much interested in coding style comments. The approach he takes with floats could be for many reasons. It might even be because of the code was ported from another form of BASIC.

Enjoy your day.
Libervurto
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Posted: 1st Mar 2013 20:31
Quote: "It might even be because of the code was ported from another form of BASIC."

I get this impression. His code does not suit DBC but it is not newbie coding.


epicgamer
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Posted: 2nd Mar 2013 02:41 Edited at: 2nd Mar 2013 03:29
I am throwing out ideas and looking for constructive data.

TheComet
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Posted: 3rd Mar 2013 18:24
Quote: "and looking for constructive data."


Well, the big problem you'll have is, what happens if you want more than one spell at the same time? What if someone else is shooting the spell? What if someone else is being targeted? Your code can only handle one single circumstance, that's why it's not useful to anyone.

TheComet

pcRaider
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Posted: 4th Mar 2013 09:56 Edited at: 4th Mar 2013 09:59
Good coding-style generates a good code.
Latch
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Posted: 4th Mar 2013 18:56 Edited at: 4th Mar 2013 19:03
Quote: "that's why it's not useful to anyone"

You're just plain wrong.

Quote: "Nah, there's no way a screen shot could look that crappy with DBP
this sucks
"

Negativity for no reason in both cases other than to hear yourself talk.

Enjoy your day.
epicgamer
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Posted: 5th Mar 2013 04:34 Edited at: 6th Mar 2013 17:35


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