Board Thread:General Discussion/@comment-24454571-20140204220440/@comment-24454571-20140504053816

Thoroughly enjoyed posts, good chaps.

I'm curious about how colors and forms are arranged as well as how sounds are designed in PTC - I assume it's all very mathematical ; Brilliant you taught me a valuable lesson about how to use PIGs, um, I guess for now I would be content to learning how to make a simple program that is constructed to simplify the process of writing MML from written music using the games built in functions ~I should not forget my curiousity about the earlier mentioned 'elements' of the screen/speakers - I've seen "Raycaster" codes around before and figures the calculations for that must have had something to do with two different elements: a 'perspective' and a 'form'. I stumbled upon a very convenient little game called convee once as well, still I think there are ways to use the computers most basic functions, such as addition and subtraction to do some very complex things that can potential enhance the richness of the gaming experience - if one could manage to sync the properties of the DS to the elements of the codes generating the content, for example, that may result in a more significant increase in performance than one might expect.

I learned two new things from you, I look very much forward to taking a look at your game - I've been skulking around Brizobst's work now for awhile, but like many programs it's so full of content I have trouble discerning what elements are taking place exactly. With some of this new knowledge I think that I may be able to aspire to create games that I'll be able to enjoy producing. >there are still quite a few things that I'm having difficulty discerning - I tried to use a value set by RND within the parameters of GFILL and I couldn't understand why it wasn't mostly working while still sometimes working or not actually working... I'm lookin' out for those inconsitencies and maybe seeing if they can be improved.

A lot of my work has revolved around the function of controls & button inputs; I've been working with loops containing various Lines utilizing BUTTON to see with what frequency I can detect button presses, so I'm hoping that my research results in a better understanding of how to create scenes where your character is capable of performing commands while fluently transitioning in graphical or auditory, or thematic stages.

Something that I assume is possible, for example, would be that a scenario can be nested in a FOR TO loop that performs an event perhaps a thousand times to allow for consisten button pressing while triggering a chain of commands that activate in 'lock'-like sequences - screen panning, for example - but I'm so hesitent to try very much because I have trouble discerning how to go about using the proper syntax or precise mechanism for achieving some result - it seems reasonable though, that considering the dimensions of the screen would be an important aspect of creating a cohesive experience. Can a FOR TOO loop hold another FOR TOO loop for example?

Even if so, is there some what to simulate a FOR TOO loop using some of the computers other functions, such as by addition & subtraction? If you could create a mathematical engine that supports simple math, then I think you can. I love the room for possibilities within the computer, I just wish I had an easier time accessing its secrets... Is it the experience of using the computer that causes the computer to only understand true or false? I think it may be. It's not until the very final moment of its calculating that it means to represent something of experiential value that results of happening.