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pedrosgali

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Everything posted by pedrosgali

  1. Updated OP with latest download, AI traders are behaving for now but I would appreciate any bugs spotted to be reported here. Fixed the menu bug, now the menu takes over the whole screen and resume must be pressed to continue. Also Fixed the framerate issues. I have messaged Vexatos to set up a repo on Open Programs, as soon as I am able I will move this to there as well.
  2. Hey man, thanks for the bug report. Yeah, "key_down" event handlers are a bit weird at the minute. I was using the "press any key to accelerate time" method of testing. Not sure what is happening with the menu button yet but it'll be fixed by the next release. On a side note, got my first AI trader (sorta) working today.
  3. This is 100% running in OC, I wouldn't post anything here that wasn't. Someone posted a while ago that they were looking for some game libraries on OC and I'd never written one before so I started typing one out. This program is the main reason I wrote Paint Plus... To load and edit assets easier. I will be putting the library I wrote on the forums soon but I wanted to test it first. Sorry about the confusion but is there any chance this can get moved back?
  4. Space Trader Open Alpha An Open Universe sandbox trader. Explore and trade forever. Current Features Include: Completely randomly generated universe. Fully functional trading system. Micro economy that determines local prices. Functioning AI traders out to steal all your best buys! [New] Planned Features Include: Equipment. (Shields, Armour, AI Upgrades etc.) Shipyards/Armouries (Buy and Equip ships) Combat! Weapons. (^For the combat. ^) Faction rating (Your actions will have consequences...) More Factions (More consequences.) Better controls for multiple ship
  5. pedrosgali

    miniOS

    This looks pretty good man, I like the auto drive mapping feature.
  6. Updated to add Layering and animations A note on animations: After a bit of testing I have found that animations that run smoothly are a balancing act between image size and the overall complexity of the image. Full screen is completely out of the picture, I designed these animations to be played in "windows" as a game dev tool. (Watch this space.) The largest I have tried so far is 30 x 15 and managed about 4 fps. I am working on a new render method at the minute which is faster but a bit buggy so I've posted the stable but slower version. The next update will have a render
  7. Updated to add tools. Next update (Hopefully next week depending on work) will include multi layer images and a basic animation editor. =)
  8. You don't really need to count the height, you can do function fellTree() robot.swing() robot.forward() while robot.detectUp() do robot.swingUp() robot.up() end while not robot.detectDown() do robot.down() end end This way you never need to count the height, it'll just stop at the top and come back down.
  9. I see, that is awesome. The wiki might need some updates though as that says that you can only get character info.
  10. Hey all. First off, I am thoroughly loving this mod. I would very much like access to better tier graphics cards, I know however that this has been (repeatedly) requested so I'll ask for this instead. I noticed while writing my paint program that I can use gpu.get(x, y) to call the specific character set at position x, y so I'm assuming that there is a table somewhere with all the current screen data written to it. Would it be at all possible to store the current back/foreground colours in with this data? I can use gpu.getBackground()/gpu.setForeground() but that only retur
  11. **UPDATED** ++Now With Image Lib!!++ DrawPlus - http://pastebin.com/3CKz7MDy Image library - http://pastebin.com/yxCUs4hw Call this program with a filename, a width and a height eg: paintPlus myMasterpiece 100 50. You can leave the numbers out if you are calling a previously saved picture eg: paintPlus myMasterpiece The image library goes in your /lib folder and is used just like this: local img = require "imglib" --or whatever you called it.. local data = img.load("/Images/yourImage") img.draw(data, x, y) --x and y being where you want it. All images loaded by the image
  12. MOD NOTE: The information in this thread is for OC 1.2 which is now unsupported. Okay, I don't know if anyone else has found this or if I'm just a being a noob but I had real trouble loading an API that I wrote for my networking program. After a bit of head scratching I found a solution that worked and thought I'd post it here to hopefully save someone else that time. I traditionally store APIs in a folder of the same name, and when calling them I found 2 things that you should know. 1) The API should always be suffixed with .lua in the filesystem so my path would read: c/API/my
  13. This is a file/dns server program I wrote. just run it to start hosting a dns server, launch it with an additional argument to show the debug. DNS/File server: http://pastebin.com/pxFY89UZ The next file is the networking API I wrote to deal with server communications, it has 6 functions; register(name, port): This will register the machine with a name on the dns server, all further communications can be sent to the server and will be routed automatically. send(receiverName, message, opt1, opt2): This will send a message to the server which will then route it to receiverN
  14. It will only play from within the program at the minute, if you save a song then you reload it by launching it again. It checks the songs folder for the existence of the filename you passed it, if it is there the program will load it. If not then you get a new score. I didn't really think a stand alone player was needed but if you really want one then I suppose I could put one together. Oh, and glad you like it. =)
  15. This is a little program I wrote yesterday for making music a little easier. You'll need to have open components and a note block and adapter set up. Its a step sequencer, pass it a filename, and 2 numbers. Beats per bar and the number of intervals you want per beat. pastebin: http://pastebin.com/c4vyk2AD
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