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Response to: Apple is Less Evil Posted November 6th, 2010 in General

Also to make a note about the actual OP,

Accessibility is a HUGE issue in the computing world. In fact anywhere you go, generally with open source software, they will emphasize heavily on accessibility. So what Apple is doing is either redempting or a stupid marketting ploy.

Response to: Apple is Less Evil Posted November 6th, 2010 in General

At 11/6/10 10:05 AM, Wolfos wrote: OS-X is open source cocksucker, we can't say that about Windows, can we?

Windows is proprietary. Most Linux distros are not.

Response to: I love you. Posted October 24th, 2010 in General

At 10/24/10 02:55 AM, Gagsy wrote: Well now, that's just rude.

Your huge tits are rude.

Response to: Good punk bands. Posted October 5th, 2010 in General

No mention of the Beastie Boys?

The BB were associated with 90% of the bands listed here. They were legendary, originally a hardcore punk group, and revolutionized the '80s hip hop scene by being unorthodox. Yet, apparently we're all posers here.

RIGHT?

Response to: Sponsor's conditions Posted September 18th, 2010 in Game Development

The things about sponsors is that it's redundant..

The whole idea is to get you publicity and to give you a share of money that's earned by the sponsor. Anyway you look at it, you'd probably end up making more money yourself if you marketed the game on your own than by the sponsor. The whole concept is designed to rip you off, especially those without any credibility, such as websites that steal flash games or people who want to start their own portal websites without any integrity.

Response to: AS3 Overheatmeter help =/ Posted September 18th, 2010 in Game Development

At 9/18/10 03:11 PM, gta0004 wrote: how would i add a decay factor to that so the heat meter drops while you are not shooting?

Jesus christ dude. Learn to figure out things for yourself.

When you shoot, things go up. When you don't shoot, things go down.

Logically, you would make the decay factor smaller than the heating factor.

Response to: How do you guys handle IE support? Posted September 15th, 2010 in Programming

There's a rule of thumb that if you are spending too much time fixing cross-browser issues, then something's wrong with your code. That's because people don't really understand what they're doing, so they arbritrarily write stuff until it works, and coincidentally spend a lot of time then making fixes so it works in all browsers. The easiest way is to not complicate your code or to use solutions that don't conflict with standards or how browsers work...

Response to: The ground for a platformer. Posted September 7th, 2010 in Game Development

When you're near the exit of one level, you can simply load the next level and do an animation to center the camera on the next level's starting position, then unload the previous level.

Response to: How do you guys handle IE support? Posted August 31st, 2010 in Programming

At 8/30/10 08:07 PM, liljim wrote:

Obviously immaturity is a core concept that runs rampant among a lot of web 'designers'. My friend, who has dealt with computers all his life and is getting a job in networking (which pays a lot more than these folks will probably ever get in their lives) feels the same way about non-IE browsers. He says that he intends to block any browser besides IE because in his opinion IE is the only one that gets it right.

I'm not saying he's not biased, because he is, I'm just saying this anti-IE mindset is stupid. Especially considering none of you will get much money aside from free-lancing in the long run. And if you intend to work for a company the anti-IE mindset will definitely shut you out too.

Response to: PHP - random div names? Posted August 20th, 2010 in Programming

Uh...no.

You have to use an 'enumerator'. Prototype's enumerator is 'each', I'm sure JQuery has something similra.

Response to: ajax - display new updates Posted August 19th, 2010 in Programming

At 8/18/10 04:18 PM, rymonator wrote: Thanks - the server we are going to have soon is going to be a beast and there aren't going to be an extraordinary amount of users so that shouldn't be a problem.

A lot of the times you want to make sure that when you design something, you get it right the first time. Otherwise you'll probably get stuck in the trap where your project ends up expanding faster than you realized, or you run into a bunch of unforseen problems (they are a bitch.)

So even if you're not looking for optimization or large scale efficiency, do a lot of research first.

Response to: I still code using Notepad Posted August 19th, 2010 in Programming

At 8/18/10 10:45 PM, Seltzer wrote:

This is a mindset taken on by a lot of rookies.

On a large scale, IDEs are definitely your best bet for productivity and efficiency. But either way, in the long run, it's better to learn how to utilize IDEs for even small projects so you can get a feel for it. There are a lot of skills involved such as project organization and top-down design.

In fact there's really no reason NOT to have code completion or the ability to quickly look up a function. Programming is about solving problems, not how much time you spend writing actual code or memorizing things. Of course, for learning purposes, you may be limited to this but eventually you'll move on to realizing that you're better off adapting. Or stay limited, whatever.

See, the issue is a lot of tutorials on the web are written by misinformed or arrogant people. It's about time you saw the big picture.

Sure, for your 'hello world' program you may not need to type in a lot of commands to compile it.

But just look at the command line output in an IDE for a library or a simple project and you'll be amazed.

Response to: D3D10 Lines Posted August 17th, 2010 in Programming

At 8/17/10 09:43 PM, CaptinChu wrote: I have no idea what you're talking about, but I don't see why you can't draw 20 lines in a row.

For memory reasons it's more efficient to draw a linestrip than 20 lines in a row...

I'm sure in the documentation somewhere there should be a method or something that should allow you to adjust the line width. But then again you can just google that. :)

Response to: Dad N Me style Open source? Posted August 14th, 2010 in Game Development

At 8/14/10 06:43 AM, Nano256 wrote:
At 8/14/10 05:42 AM, slingshot24 wrote: I dont want to upload what I make to NG, because that would be stealing
Actually, no. If code is open source you're pretty much free to use it as you wish.

Open sourced code comes with a license. It doesn't automatically mean you're free to use it as you wish.

Response to: player placement problem Posted August 14th, 2010 in Game Development

At 8/14/10 07:47 AM, oiMate wrote: onClipEvent (enterFrame) {
if (_root.player.hitTest(_x, _y, true)) {
_root.gotoAndStop(3);
_root.player._x = 525;
_root.player._y = 340;
}
}

It's possible that setting the player's position AFTER changing the frame is the source of the issue. It could be anything else too because you're incredibly vague about your code.

Response to: As2 Help My Cat My Cat! Posted August 14th, 2010 in Game Development

At 8/14/10 07:08 AM, HypNosE777 wrote: how would i code that then :i ?

what codes on what sympel and frames

Here's pseudo code:

bool first, second, third;
first = second = third = false;

if (first == false && player.touches(tree))
     second = true;

if (second == true && third == false && !player.touches(tree))
{
    second = false;
    third = true; 
}

if (third == true && second = false && player.touches(tree))
{
    second = true;
    third = false;
}

No offense but if you can't figure out things for yourself, you shouldn't be programming. Everyone starts out slow but the whole concept of programming is solving problems.

Response to: As2 Help My Cat My Cat! Posted August 14th, 2010 in Game Development

At 8/14/10 06:13 AM, AdmittingZero wrote:

This isn't hard.

Here's the idea:

FIRST PHASE -> SECOND PHASE
SECOND PHASE <-> THIRD PHASE

You need two booleans. One that checks if the player has reached the tree for the first time, and to cycle between the two frames. Or, once you move away from frame one, you might not even need a boolean at all - just make sure you never go back to frame one.

FRAME ONE
If player reaches tree, and you are NOT on frame two, move to frame two.

This starts the cycle.

If player is on frame two, and NOT on frame three or frame one, then go to frame three.
If player is on frame three, and NOT on frame two or frame one, then go to frame two.

As you can see you never go back to frame one, but you still only need one boolean.

Response to: An Ice level? Posted August 14th, 2010 in Game Development

At 8/14/10 02:06 AM, GreenAlienAnimations wrote:

Velocity is a combination of speed and acceleration. A scalar is simply a number used to create a new vector when multipled by one. So in other words, Velocity is a vector, that when multipled by scalar -> a new vector.

Your velocity would most likely be a vector (0, X, 0) where X is your character's X coordinates. So you would move your character with a scalar 1 to produce (0, X + 1, 0). Of course with acceleration, while you are moving, your acceleration increases, and so does your velocity.

If you had a speed of 1, and an acceleration rate of 1, your velocity would be (0, 1 + (accelRate), 0). When you stop running, your acceleration rate goes down and your character moves at a slower velocity until it reaches 0, aka, your character slides until he stops moving.

The asshole above was trying to sound smart because he assumed you were stupid. Considering this is advanced stuff for you, I suggest you read up on it.

Response to: Place ontop of a rotating object Posted August 12th, 2010 in Game Development

At 8/12/10 02:57 AM, blah569 wrote: Sorry for the double post, but it would be really nice to get some help.

Once I tried to make a type of flashlight ordeal where it would be attached to the player, and rotate with the player as well. However, at first, the flashlight rotated independently of the player.

I realized that even though the flashlight kept up with the player's position, whenever the player is rotated, it does not apply the transformation to the flashlight. You have to apply the transformation to the flashlight as well.

In other words, you need to rotate the flashlight along with the player, instead of assigning it to the player's rotation.

Response to: If offered immortality... Posted August 12th, 2010 in General

Nobody seems to take into account that if you're immortal, you cannot die, but you can still suffer from wounds (see above post.) That means anybody can throw you into space, and you can do nothing about it. :D

Or infinite torture. You will be an exhibit for scientists all over!

Response to: Simple Css Question Posted August 12th, 2010 in Programming

At 8/12/10 12:59 AM, AndyPerfect wrote:

It's a hierarchy. Each space transcends onto a child element. Like html p would affect all p elements directly nested in the html tag, but not necessarily nested in child elements of html.

So .post .month .date would be represented as:

<span class='post'>
<span class='month'>
<span class='date'>
</span>
</span>
</span>

Span tags were used for the sake of brievy. If you don't include a space, then it will not be a child element.

div#id would find a div marked with the respective id. But div #id would find a child element of div with the respective id.

Response to: Methods of Controlling Game Speed Posted August 11th, 2010 in Programming

At 8/10/10 06:06 PM, bgraybr wrote:

In XNA, there are two important methods: Update, and Draw.

Update handles processing and Draw handles displaying. A GameTime object is passed to Update, and Update is usually called 60 times per second. When we're doing the processing, a common task is to multiply units by the game time so they are measured discretely and stay consistent regardless of framerate.

ie,

rotation += rotationSpeed * gameTime.ElapsedGameTime.Milliseconds

So you can call an event 60 times a second, but if frames are dropped, you can measure things in programmable units (rather than literal units) so things stay consistent even if the frames are dropped (ie, the method isn't called.)

Response to: Vb.net - Indexoutofrangeex ception Posted August 4th, 2010 in Programming

At 8/4/10 08:41 AM, Argoneus wrote: http://pastebin.com/SsedRMYa

It gives the error on line 28.. any ideas why? :x

Probably because not every single line in the file has 7-8 characters?

Response to: The number 25 Posted August 1st, 2010 in General

At 8/1/10 09:14 PM, RubberTrucky wrote: Though it has a hard time beating its predecessor, 25 might prove to be the best number yet.

It's akin to a quarter, of a quarter, of a quarter of a quarter of a quarter...

Response to: God has favorites? Posted August 1st, 2010 in Politics

At 8/1/10 01:48 PM, therealsylvos wrote:

God doesn't play favorites...

People are so fucking arrogant to believe that God will answer prayers in a personal and unambiguous manner. After all the faith builds upon being impersonal and ambiguous. 'God works in mysterious ways' is an example. Let alone, he's not entitled to anyone not of faith, nor to those not entirely faithful...or whatever list of laundry that you have to go through.

Point in case, God's not entitled to you or anybody else. If anything, we're all looking at this on the wrong scale. Most people assume that faith is as simple as 'oh there's some powerful being, he must answer my prayers simply because I believe so.' No, not really. There's a such thing as the Bible, and it pretty much details why God doesn't play favorites. Because he's an asshole, and he doesn't have to answer to you.

Response to: Computer Games and Violence Posted August 1st, 2010 in Politics

At 8/1/10 10:53 AM, Ericho wrote:

I'm sick of the 'reality vs fantasy' argument. It's so fucking flawed.

It's not about being able to tell the difference. It's called provocation. Video games invoke some feelings of aggression and adrenaline. It's a good way to vent it, considering most teenagers don't go to the gym or box at a club or whatever. Mentally ill people often live out their fantasies and video games happen to be one of them. Or...it could just be completely unrelated to video games at all.

I mean, somebody killed somebody at a movie theatre. Are we going to blame it on the movie?

Response to: Python Captcha Posted July 28th, 2010 in Programming

I understand if you're doing this for a side project, but PLEASE don't use captcha for user authenication. It's really user inconvenient and a bad way to fight against spam. Use a more simplier intuitive method.

Response to: 14yr old goes on rampage! Posted July 26th, 2010 in General

Here's the big kicker!

'cops believe'

As in that's what the cops are willing to release to the press, or as much as they felt like investigating. For all we know it was a murder and staged to blame the kid.

Response to: Nmap on iPod touch Posted July 17th, 2010 in Programming

At 7/17/10 06:20 PM, snowclouds wrote:

You don't ever develop on the iPod itself (he already said this.)

You develop applications on the Windows using an IDE that's linked to the iPod SDK. THEN you put the application on the iPod. It's similar to XNA, which you don't develop on the XBox itself.

Response to: website help Posted July 11th, 2010 in Programming

The 'webs' domain and the 'free website' insert at the bottom demonstrates that this site is a template. So going straight into 'css' and 'tables' is beyond the scope of what he has so far. He needs to start from scratch first.