This is content

Posted by ludamad on May 30, 2010, 2:04 a.m.

New 8bit style ciribot platformer in works, those are mockups, and no it is not in GM. I just used GM to make the tiles and slapped them together into an image.

Dear [shlongbeast]

Posted by ludamad on May 3, 2010, 6:28 p.m.

Dear [shlongbeast], or as you are better known, ]tsaebgnolhs[.

I'm done my first year of university now, and I haven't visited 64Digits in ages, so I decided to write you a blog. But then I decided not to.

I'm

Posted by ludamad on May 3, 2010, 6:25 p.m.

still a mod D:

Obfuscated GML contest!

Posted by ludamad on May 3, 2009, 5:15 p.m.

Well, I was having fun with how ugly GML can be if you so choose, and I decided 'why not have an ugly code contest?'

Here's an example of actual legal GML:

Quote:

switch 0begin case 0:x=0break}

if a=0then begin b=1}else if a==0{b:=1end

The rules:

-The most interesting yet least …

Dynamic Language Musings

Posted by ludamad on April 29, 2009, 10:20 a.m.

I've been recently reading up on dynamic language implementations, dynamic languages are languages where 'everything can change' in a sense, and are often are easier to program in than statically typed languages. Python takes things to an extreme, allowing one to override built in functions, and making every look up …

ludamad on programming languages

Posted by ludamad on April 16, 2009, 10 a.m.

Hey I'm at school right now, so I decided to blog about the only thing that matters: programming. I have quit all serious Game Maker work for a while now, but I still keep an eye out on the community.

And, for those who care and those who don't, here's …

More Language Design

Posted by ludamad on April 8, 2009, 6:41 p.m.

I've decided that my code is going to be interpreted using bytecode, which will be a lot faster than my previous plan of using Abstract Syntax Trees.

Here's a tentative feature:

Subfunctions:

function Main()

{

subfunction SetAto3()

{

a = 3;

}

SetAto3();

print(a);//prints '3'

}

Here's the basics of …

Help me decide stuff

Posted by ludamad on April 5, 2009, 6:01 p.m.

Okay, while designing ludascript lots of things came up that I never had considered. Now they need to be resolved. You guys just vote on whatever options you like best.

1) Function definition:

The syntax for defining functions (for those that only use GM: GM doesn't need a function def …

LudaScript

Posted by ludamad on April 2, 2009, 2:09 p.m.

So I'm making yet another AI related thing, and I needed an AI scripting language. So I decided to make one! The implementation (using Abstract Syntax Trees) is well under way, here's some features of the language:

-Dynamic types:

Python-like here, you have stuff like:

a = [];

a = …

Story Time

Posted by ludamad on March 23, 2009, 5:16 p.m.

One day a man walked into a bar.