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[RELEASE] Count to 1000!!

This is a discussion on [RELEASE] Count to 1000!! within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; Just a simple game based on an arcade machine. Hope you guys like it. Download Please reply what you think ...

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Old 08-10-2008, 04:58 AM   #1
 
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Default [RELEASE] Count to 1000!!

Just a simple game based on an arcade machine.

Hope you guys like it.

Download

Please reply what you think of it, easy?? hard??

-Light_AleX
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Old 08-10-2008, 05:29 AM   #2

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If this is what I think it is, a counting program. You are doing a good job. I actually began with something like this

[Haven't tested this yet]
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Old 08-10-2008, 05:29 AM   #3
 
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screens??
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Old 08-10-2008, 05:38 AM   #4

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Light_Alex? are you kidding me? lmao
You even sign some of your posts as "LAX". lmao x2
You are a real piece of work.
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Old 08-10-2008, 05:42 AM   #5

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Quote:
screens??
I agree..
So ?
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Old 08-10-2008, 06:53 AM   #6
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cool
tyring now
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Old 08-10-2008, 07:06 AM   #7
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Hehe this is a joke :P

One question why 1000 and not 1337? :P
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Old 08-10-2008, 07:22 AM   #8
 
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Because he can't count that high??
Anyways, screens or else!
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Old 08-10-2008, 07:36 AM   #9
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in the future
can you add support for custom numbers
always 1000 seems kinda old after you try 1000 over

when waiting until like 800, you do nothing
so im just adding a suggestion
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Old 08-10-2008, 10:02 AM   #10
 
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Code:
for i = 1, 1000 do
    while not Controls.read():cross() do
        screen:clear()
        screen:print(0,0,i,Color.new(255,255,255))
        screen.flip()
    end
end
Not to be an ass but does this provide any more functionality than the snippet above?

Last edited by TurtlesPwn; 08-10-2008 at 01:49 PM..
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Old 08-10-2008, 01:30 PM   #11

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Quote:
Originally Posted by TurtlesPwn View Post
Code:
for i = 1, 1000 do
    while not Controls.read():cross() do
        screen:print(0,0,i,Color.new(255,255,255))
    end
end
Not to be an ass but does this provide any more functionality than the snippet above?
forgot ur flips
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Old 08-10-2008, 01:33 PM   #12
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There was a game like this a few weeks ago and, although it had a poor presentation, it had better mechanics than this. You are not going to enter this into the PSPUpdates Homebrew Competition for real are you? Also, this does not count to 1000 seconds but rather 10 seconds(was I wrong to presume this?).

I applaud you for actually using graphics in this, though, unlike the previously mentioned homebrew, but still, this is not competition material.
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Old 08-11-2008, 12:27 AM   #13
 
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It took me a short time to make this.

It really was just for fun.

Custom numbers may come when I have time in the next few weeks.
I'm making something else.

I'll try to make it faster. Seems like the graphics are lagging the thing.

@wicked_fable
How long would it take to count until 1000 seconds??

-Light_AleX

PS. As for the splash screen, I dunno why I put it in there...
I also don't have time to do screens, sorry. It's only a small download.
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Old 08-11-2008, 12:48 AM   #14
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Not only in the spalsh screen but also in the "How-To" section you put that it was for the competition. It is obvious that your intention was that this is for the homebrew competition because you wanted people to vote for it.

Also, I simply stated the "10-second deal" because there is no actual counting involve. You just look at the screen and wait for it to hit 1000. If it was called "Stop At 1000" like the original Arcade machine you got this idea from, then it would have made more sense.

The only real reason why I am having so much trouble with this release is probably because of the fact that you inteneded to submit it to the competition. Otherwise, I suppose this would be okay for a first program if it was not intended for the competition. But, even then, my mind is still telling me that this has very little features and that it was not really worth releasing. This is more like something you make just as a stepping stone to something bigger, but not something you would really release.
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Old 08-11-2008, 01:13 AM   #15

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wicked_fable - I just made my first A* pathfinding demo (as a stepping stone) and haven't released it... well unless this counts as a release...

http://jordansg57.googlepages.com/OSlibA-star.PBP
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Old 08-11-2008, 01:16 AM   #16
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Check this out.

It's been out for a year or so, it only counts to 5000 instead of 1000.

But it works on official firmwares and computers too, and there's a high score list.
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Old 08-11-2008, 01:55 AM   #17
 
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OK, I actually thought this thing as a time-killing kinda game, so really it isn't big.

As for the name, I don't want to call it the original since...

Anyway, custom numbers may come up in the future.

I'm also stuck with what I could add to this thing...

All of this still depends on if I have time. I have school and that is a burden. Also, I'm making something else in my spare time, that will take a lot of time.

-Light_AleX
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Old 08-11-2008, 07:38 AM   #18

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May I recommend that you start with the PSPSDK instead of LUA which will lead to a dead end.
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Old 08-11-2008, 07:48 AM   #19
 
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Quote:
Originally Posted by Torch View Post
May I recommend that you start with the PSPSDK instead of LUA which will lead to a dead end.
How does Lua lead to a dead end?
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Old 08-11-2008, 07:53 AM   #20

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Quote:
Originally Posted by xXChromeXx View Post
How does Lua lead to a dead end?
Because you can only do what LuaPlayer can do.

Well it just depends on if you ever plan to do something that is beyond its capabilities. Like writing CFW plugins for example. (Although you can probably make a PRX version of LuaPlayer hence allowing you to write plugins in LUA. But if you're gonna rewrite LuaPlayer, you might as well juse use the PSPSDK to write your plugin.)
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umm I think he means because the only way to go up from lua is to PSPSDK, so you might as use PSPSDK now. . . . but I could be wrong. . .
Yes thats another way to put it.
Besides you'll have to start from scratch when leaning the SDK anyway because its pretty different.
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Last edited by Torch; 08-11-2008 at 07:55 AM.. Reason: Automerged Doublepost
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Old 08-11-2008, 07:56 AM   #21
 
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Quote:
Originally Posted by Torch View Post
Because you can only do what LuaPlayer can do.

Well it just depends on if you ever plan to do something that is beyond its capabilities. Like writing CFW plugins for example. (Although you can probably make a PRX version of LuaPlayer hence allowing you to write plugins in LUA. But if you're gonna rewrite LuaPlayer, you might as well juse use the PSPSDK to write your plugin.)
Makes sense but it should last me for a while and Ill probably eventually move to C++
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Old 08-11-2008, 08:41 AM   #22
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Torch: IF you program correctly (and efficiently) you can do quite a bit. Though There is a so called "Dead end" BUT there is still alot to be done
Hopefully with the new PGE Lua, lua game devs will have alot to work with.And the distance between programming a game and the distance between the "Dead end" WILL become even further
Though writing CFW plugins in lua wouldn't really be good though i've been wrong before.
On topic-I can't say i've tried the game/app whatever but it seems OK i guess for learning( yourself) purposes
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Old 08-11-2008, 11:05 AM   #23
 
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For games, lua's only dead end is simply not being able to cram as much crap to be done into each loop as C. PGE Lua will greatly extend that anyways.
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Old 08-11-2008, 11:20 AM   #24

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Sorry, but though it has been implicated a few times already, it's not yet been said concretely:

PHAIL.


Reasons are:
1) This does nothing
2) It's still advertised as 'game'
3) Your name just screams "FAKE"
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Old 08-11-2008, 11:22 AM   #25
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Ha when i say that Raphael it gets deleted.
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Old 08-11-2008, 11:23 AM   #26

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Quote:
Originally Posted by mraellis View Post
Ha when i say that Raphael it gets deleted.
Yep,mine got deleted too.I guess this one will go to the bin soon.
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Old 08-11-2008, 11:24 AM   #27
 
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Quote:
Originally Posted by TurtlesPwn View Post
For games, lua's only dead end is simply not being able to cram as much crap to be done into each loop as C. PGE Lua will greatly extend that anyways.
With PGE Lua, how much closer to C++ will Lua be?
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Old 08-11-2008, 11:27 AM   #28
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Bah take your time to write something and learn punctuation please xXChromeXx. Its infurating reading nonsense.

Coolj - Haha i never saw yours but in mine i just stated that the dev has no idea that we are saying this sucks and he just responds saying it will improve Lmao.
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Old 08-11-2008, 11:28 AM   #29
 
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lol you mean how much closer to C will lua be, cause lua is pretty far away from C++, and they will never make lua exactly like C cause thats just about impossible as lua is a scripting language, and C is not.
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Old 08-11-2008, 11:31 AM   #30
 
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Quote:
Originally Posted by mraellis View Post
Bah take your time to write something and learn punctuation please xXChromeXx. Its infurating reading nonsense.

Coolj - Haha i never saw yours but in mine i just stated that the dev has no idea that we are saying this sucks and he just responds saying it will improve Lmao.
How
is what I said nonsense it is grammatically correct and in a correct order.
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