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Post by amongstshadows on Jan 23, 2017 23:39:40 GMT -5
I hate how easy the game is. Cory Trese you said that your purpose in life is to make people cry, but I think my tear ducts are broken. I request that a ship with 0 armor and low hull be added so that I may find these missing tears of mine.
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Post by amongstshadows on Jan 22, 2017 18:22:05 GMT -5
Skyrim SE on the ps4(sony better pull their head out of their ass soon and allow external files) On my phone: ST RPG, ST4x, TB, HOS, CK KOTOR(yes it's on phones now, full game) Magic the gathering 2015 Hoplite Phone emulator: Yu-Gi-Oh: The Eternal Duelist soul FFTA(with some codebreaker modifications) Pokemon firered(only psychic pokemon) Coding: Have an app on my phone that allows limited c++ coding. Been working on a game called: Champion. Cory Trese would be proud of it lol. Hard as hell what is that app? I only know AIDE for java development C4droid. It's for android phones
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Post by amongstshadows on Jan 21, 2017 22:29:35 GMT -5
Cory Trese this is the general discussion section lol. Isn't everything off topic?
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Post by amongstshadows on Jan 20, 2017 0:28:20 GMT -5
There's an app called Stack Exchange that is quite useful for programmers. Imagine if yahoo answers was dedicated to programming questions. And if you have the app your google searches will pull up questions posted in the app
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Post by amongstshadows on Jan 17, 2017 12:53:29 GMT -5
fallen Magic the gathering 2015 has demo levels, if you're interested lol
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Post by amongstshadows on Jan 16, 2017 23:33:59 GMT -5
I've decided to resurrect this thread rather than make a new one that takes up space.
Just was wondering if st2 was staying as a one vs one combat system, or if there would be more than two ships fighting at the same time?
I always thought it was goofy that the military of a world would send one ship at a time to stop your blockade. Then again maybe shalun law says battles must be one vs one lol. But what about independents?
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Post by amongstshadows on Jan 16, 2017 3:29:27 GMT -5
I've decided on druid. Shapeshifting is the bee's knees(bet you haven't heard that phrase in a while lol) when it comes to rpgs.
Also, I've always had trouble coming up with earth spells in my own games. Maybe it's because I see it as a wide element encompassing the ground itself and plant life; just too many possible spells for me to come up with. So I'll let you do the hard work for me lol.
In all seriousness, I feel that earth and nature magic are very similar, and since druids are all about nature it fits perfectly. Healing, debuffs, attack spells, I'm getting all giddy thinking about it. Just don't make the same mistake as baldur's gate, and flip the druid rules pertaining to weapons and armor. Or better yet, make the druid have a disdain towards all metal equipment lol
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Post by amongstshadows on Jan 15, 2017 23:52:04 GMT -5
So my car has this light on for abs brakes(redundant) lol. But whenever i see it all i see is absolute value lol
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Post by amongstshadows on Jan 15, 2017 18:33:29 GMT -5
Really good graphics require a good understanding of some basic algebra. There's a lot you can do with simple commands and I would work with those ok. It's still one of the best ways to learn some beginning programming and there's lots of sites with free software. SDL <in my shoutout voice>
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Post by amongstshadows on Jan 13, 2017 23:18:35 GMT -5
Hydra is a good specialist for first run. Burn them all! Lol
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Post by amongstshadows on Jan 13, 2017 15:20:48 GMT -5
I really don't see what we're testing here I was testing if the random number engine was better than using modulus operator. Looks like the engine is better for simulating dice rolls, but they both do their job
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Post by amongstshadows on Jan 13, 2017 2:36:44 GMT -5
So after some testing, looks like the random number algorithm and modulus operator are both effective ways to generate random numbers. As in one is not better than the other. Unless you're trying to generate a decimal(in which case the algorithm is the way to go) they are both fine. I'll stick with the modulus operator since I'm more used to it. Below is the code I used to test this
#include <iostream> #include <cstdio> #include <random> #include <ctime>
using namespace std;
int main() { default_random_engine gen(time(0)); uniform_int_distribution<int> dis(10, 20); for (int i = 0; i < 6; i++) { int a = dis(gen); cout << a << endl;} cout << endl; srand(time(0)); for (int j=0; j<6; j++) { int b = rand()%11+10; cout << b << endl;} return 0; }
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Post by amongstshadows on Jan 12, 2017 12:44:40 GMT -5
"From their early days in the Quadrant, while vying for control, Rychart took a more violent path, and have left a number of ruined feral planets across the galaxy."
That's from ST RPG, description of Rychart. Looks to me that they are more warriors than the other factions. They went from, "Burn them all!" to "Keep tabs on all of them... soon"
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Post by amongstshadows on Jan 12, 2017 12:37:21 GMT -5
If you want something different I have two choices:
Golden Time One of the only drama animes I like. If you're sick of those ecchi harems all over the place, always asking, "can this kid pick a girl already?" You might enjoy this more realistic drama.
Shakugane no shana First two seasons are like other actions animes, but then they throw you a curveball in season 3.
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Post by amongstshadows on Jan 10, 2017 2:56:29 GMT -5
wascalwywabbit as I understand, very few compilers can even use the true random engine. They will simply call from the pseudo random charts anyways. Since most of my random number needs are for chance rolls with enemy AI, I would rather it be an even chance for every outcome. And according to the cplusplus website, using uniform distribution generators are meant for wanting an equal chance for every number. I wonder if it's looked down upon to use both the modulus operator and the random engine together because I feel the modulus operator would work better for damage calculation. Then again using it to generate a random number from 11-20 isn't always the best idea. Maybe I'll include my own chart in the program, that will call a number based on the number generated
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