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Everything posted by Sim
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Wow. I been assuming along time as well. ~16years myself.
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I am looking to purchasing a game or 2. The have could be dead, active, inactive, have players, not have players. Looking for something I can just advertise and code a few features if needed.
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Experiments with a new requirements & benefits system.
Sim replied to Inveteratus's topic in Show off
Maybe instead of gainAbility(Revive) Ability.gain(Revive) Same difference, I think it might be easier to load all ability functions that way. I did something like this many years ago with oRPG Creator. I intended on doing it with gRPG. , But at the time it would have been a complete overhaul of all game features cause of how the hooks where set up. -
I think I'm interested. :)..
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For as much coding and mods I released, I don't know how I haven't released a game yet, but it's coming.
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I'm working on a little project. Anyone interested in making me these pieces? 64x64per block b nice.
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Hey @MitchellI wish to purchase this game. I've reached out to you threw PM, and even in game.
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;(function() { fps = 0 requestTime = 0 canvas = document.getElementById('gameCanvas') ctx = canvas.getContext('2d') gridWidth = 10 gridHeight = 10 xOffset = 0 yOffset = 0 grid = createGrid(gridWidth, gridHeight) initialize() window.requestAnimationFrame(gameLoop) canvas.addEventListener('click', canvasClick ) resizeCanvas() function gameLoop() { // ctx.clearRect(0,0,gridWidth, gridHeight) // ctx.save() drawGrid() drawPieces() // ctx.restore() //setTimeout(gameLoop, 1000) window.requestAnimationFrame(gameLoop) } function drawPieces() { for(x = 0; x < gridWidth - 1; x++) { for(y = 0; y < gridHeight - 1; y++) { if(grid[x][y] == "X") { drawX(x, y) } } } } function drawX(x, y) { yPOS = y * yOffset xPOS = x * xOffset ctx.moveTo(xPOS, yPOS) ctx.lineTo(xPOS + xOffset, yPOS + yOffset) ctx.stroke() ctx.moveTo(xPOS + xOffset, yPOS) ctx.lineTo(xPOS, yPOS + yOffset) ctx.stroke() } function drawGrid() { ctx.strokeStyle = 'black' ctx.lineWidth = .05 for(i = 0; i < gridWidth; i++) { ctx.moveTo(i * xOffset, 0) ctx.lineTo(i * xOffset, window.innerHeight) ctx.stroke() ctx.moveTo(0, i * yOffset) ctx.lineTo(window.innerWidth, i * yOffset) ctx.stroke() } } function checkDiagnolBackwards(rows, columns, piece, gWidth, gHeight, count) { } function checkDiagnolForward(rows, columns, piece, gWidth, gHeight, count) { } function checkColumns(rows, columns, piece, gWidth, gHeight, count) { } function checkRows(rows, columns, piece, gWidth, gHeight, count) { } function createGrid(gWidth, gHeight) { g = new Array() for(i = 0; i < gWidth; i++) { g[i] = new Array(gHeight).fill(3) } return g } function initialize() { resizeCanvas() } function redrawBoarder() { ctx.strokeStyle = 'blue' ctx.lineWidth = '5' ctx.strokeRect(0, 0, window.innerWidth, window.innerHeight) } function resizeCanvas() { canvas.width = window.innerWidth canvas.height = window.innerHeight xOffset = window.innerWidth / gridWidth yOffset = window.innerHeight / gridHeight //redrawBoarder(); } function canvasClick(e) { xClick = Math.ceil(e.pageX / xOffset) yClick = Math.ceil(e.pageY / yOffset) grid[xClick-1][yClick-1] = "X" } })(); I found my problem. I was running to manyy calculations that wasn't needed at the time. That's from taking a break does to people after awhile.
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I'm looking to gain some experience with some Google maps API. Some of the things I would like to do is allow people to change street names, business names, and profiles of users who changed/owns what. I am intending on allow players to battle real world Cities similar to how most of these TBG are played.
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;(function() { fps = 0 requestTime = 0 canvas = document.getElementById('gameCanvas') ctx = canvas.getContext('2d') gridWidth = 10 gridHeight = 10 xOffset = 0 yOffset = 0 grid = createGrid(gridWidth, gridHeight) initialize() window.addEventListener('resize', resizeCanvas) canvas.addEventListener('click', canvasClick ) window.requestAnimationFrame(gameLoop) gameLoop() //gameLoop() function gameLoop() { drawGrid() //setTimeout(gameLoop, 1000) window.requestAnimationFrame(gameLoop) } function drawX() { for(x = 0; x < gridWidth - 1; x++) { for(y = 0; y < gridHeight; y++) { if(grid[x][y] == "X") { xOffset = window.innerWidth / gridWidth xPOS = x * xOffset yOffset = window.innerHeight / gridHeight yPOS = y * yOffset ctx.moveTo(xPOS, yPOS) ctx.moveTo(xPOS + xOffset, yPOS + yOffset) ctx.moveTo(xPOS + xPOS, yPOS) ctx.moveTo(xPOS, yPOS + yOffset) ctx.stroke() } } } } function drawGrid() { ctx.save() ctx.strokeStyle = 'black' ctx.lineWidth = .05 for(x = 1; x < gridWidth; x++) { for(y = 1; y < gridHeight; y++) { ctx.moveTo(x * xOffset, 0) ctx.lineTo(x * xOffset, window.innerHeight) ctx.stroke() ctx.moveTo(0, y * yOffset) ctx.lineTo(window.innerWidth, y * yOffset) ctx.stroke() if(grid[x-1][y-1] == "X") { ctx.strokeStyle = 'blue' ctx.lineWidth = .75 //alert(grid[x-1][y-1] + x + ';' + y) xPOS = (x -1) * xOffset yPOS = (y - 1) * yOffset ctx.moveTo(xPOS, yPOS) ctx.lineTo(xPOS + xOffset, yPOS + yOffset) ctx.stroke() ctx.moveTo(xPOS + xOffset, yPOS) ctx.lineTo(xPOS, yPOS + yOffset) ctx.stroke() ctx.strokeStyle = 'black' ctx.lineWidth = .05 } } } ctx.restore() } function checkDiagnolBackwards(rows, columns, piece, gWidth, gHeight, count) { } function checkDiagnolForward(rows, columns, piece, gWidth, gHeight, count) { } function checkColumns(rows, columns, piece, gWidth, gHeight, count) { } function checkRows(rows, columns, piece, gWidth, gHeight, count) { } function createGrid(gWidth, gHeight) { g = new Array() for(i = 0; i < gWidth; i++) { g[i] = new Array(gHeight).fill(3) } return g } function initialize() { resizeCanvas() } function redrawBoarder() { ctx.strokeStyle = 'blue' ctx.lineWidth = '5' ctx.strokeRect(0, 0, window.innerWidth, window.innerHeight) } function resizeCanvas() { canvas.width = window.innerWidth canvas.height = window.innerHeight xOffset = window.innerWidth / gridWidth yOffset = window.innerHeight / gridHeight //redrawBoarder(); } function canvasClick(e) { xClick = window.innerWidth / gridWidth xClick = Math.ceil(e.pageX / xClick) yClick = window.innerHeight / gridHeight yClick = Math.ceil(e.pageY / yClick) grid[xClick-1][yClick-1] = "X" } })(); So I been playing around with a little JS project just took get my mind back into full coding mind. The problem is, my game loop is ruining extremity slow. Ex: when a grid is CLICKED it takes second to draw the new X. Does anyone have any ideas?
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Good thing I ain't have no fluids in my mouth, I would have a second broken phone from water damage.
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Let's discuss programming issues . Here's my latest. After 15-20 hours of coding, I cracked the screen on my phone. My fiancee told me the phone wasn't broke. So I slammed it on the ground shattering the phone into a thousand pieces. Later that evening I realized I had my latest code on there and I am unable to retrieve it. EPIC FAIL 101
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Read my introduction post from over a year ago that talks about my struggle with addiction? Read my introduction post from over a year ago that talks about my struggle with addiction?
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If still looking to pay someone to finish game, I have the entire month of March free.
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I'm 5-6hours late... 😞
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The new USA military branch 'Space Force' had to be created for some type space war. Thats enough evidence in my book.
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@BlindersCity needs to use period. @SRB my thoughts. I believe in a ride of reincarnation similar to what you said. I think we are reincarnated in some plain like ghost can't be seen buy love among us.
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Great minds think alike. I just released a mod that limits with modules can be accessed via rank. I also been trying find a good crypto API for a crypto stock but tigers no longer needed since you already have plans.
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PERIODS are your friend SIR!! Not your enemy! Professionalism outside your code is mandatory if you plan on pursuing a future in it young Jedi!
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I use ACode as my IDE (code editor) I use FTPCafe Both can be downloaded from play store. Acode also has built in browser. Helps debug my JS. Since google Chrome on browser unable to show JS errors(that I know of)
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Out of bordem I am starting a series of mini games I talked about making many months ago. The 1st will be a 10x10 grid of tic tac toe. Screen shot of game itself after a few hr coding. ToDo: Add logic to detrmine winner Implement it into GL(jQuery/Ajaxify)
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Each mod own folder simplifys things for starters...?