§  the haul  §  the poopdeck / the waggoner / the brig  §  chains / anchors  §  dude list / stats / contact  §  search  §  what the hell is all this?!  §  message!
 lard pirates dawt cawm  §  I fucked up that last one. / by Dudley
project wonderful  §  
  §  drop an ad for , dude.
 
 
 ~Dudley on 03:40pm 04/30/07 in 17m18s  §  228 eyeballs
 part of Dudley's brig: Dropkicking the Stars  §  first - previous - next - latest
 or: Dudley peppers boring stories of his life with cuss words and ridiculous threats.
mood
 
 
 anchors: none.
 
I hit enter in the wrong spot and it sent the goddamn log before I even did a thing to it. WHOOPS. I think I'll just leave it there, as a landmark in LP history. Vinic's really busted his ass on this thing and it looks slick as hell. LPNET is turning out like myspace, but instead of having Tom as your friend when you start your account you get the entire goddamn A-Team.

My game has been stuck in a pile of hell for two months now. First, my problem was that I didn't know how to use fastloops. Multimedia Fusion's programming goes through a loop, meaning it reads every single thing in your script fifty times per second, called the event loop. No matter how huge the thing is it always does it 50 times per second, unless you have shit for a computer then it will do it 12 times a second and you're a dumbass for still using a gateway computer these days. Fastloops though will repeat the same chunk of code lickety-split style when it comes up in the event loop, so theoretically you could have the entire event loop in a fast loop fifty times, so it will read the fastloop fifty times before going on to the next part of the event loop. confusing as FUCK. theres also spread values that go in there but jesus goddamn christ you people dont want to hear about that. Hell I doubt you understand the fastloops.

Anyways, I got a pretty decent grip on fastloops now, and I was so goddamn excited to work on my game again. Slam some spread values on the running orange, get this loop shit running, and then chase three oranges around a desert for half a-wait. this isnt working. what the fuck's not working? OH JESUS NO. Turns out the thing im using to control the oranges, the program's Platform Movement Object, sets itself to a detector object. you drop the orange ontop of that object, which gives the magical illusion of an orange with a flopping nutsack running around like a freak. BUT, you cant spread a value on the Movement Object. This is important, because spreading values and linking those values up to a fastloop is how you tell the program to move multiple fuckers at once. So until I program myself a custom platform movement script, im stuck to one orange. FUCK.
 
 
 rawks  §  rad comments, dogg.
 
project wonderful  §  
  §  drop an ad for , dude.
 
a cherry
downpour