<?xml version="1.0" encoding="ISO-8859-1"?>
<rss version="2.0">
    <channel>
        <title>Cuddlebear's site</title>
        <link>http://www.byond.com/members/Cuddlebear</link>
        <description></description>
        <lastBuildDate>Sat, 11 Feb 2012 04:41:31 +0000</lastBuildDate>
        <language>en-us</language>
    
                <item>
            <title>One curse word?</title>
            <link>http://www.byond.com/members/Cuddlebear?command=view_post&amp;post=132415</link>
            <guid>http://www.byond.com/members/Cuddlebear?command=view_post&amp;post=132415</guid>
            <pubDate>Tue, 18 Jan 2011 16:42:46 +0000</pubDate>
            
            <description>So I made a blog post about an hour ago. When I came back to the website, I noticed the following message: &quot;This post is hidden from the front page: language&quot;&lt;br&gt;
&lt;br&gt;
I went back and reviewed my post, and the only curse word in my entire 5 paragraph post was a single use of the word &quot;shit&quot;.&lt;br&gt;
&lt;br&gt;
I think this is rather ridiculous. PG-13 movies don't bother to sensor it, it is permitted in primetime TV and family shows. The radio stations here in the states don't even bother to bleep the word.&lt;br&gt;
&lt;br&gt;
I could see my post being removed if I was repetitively spamming the word, or dropping the F-bomb or similar language. But to remove it for a single use of a word that isn't even really considered by the media to be a curse word?&lt;br&gt;
&lt;br&gt;
Are we in Kindy-garden or preschool here? Is that the sort of community BYOND is trying to foster?&lt;br&gt;
&lt;br&gt;</description>
        </item>
                <item>
            <title>Iso world.view</title>
            <link>http://www.byond.com/members/Cuddlebear?command=view_post&amp;post=157136</link>
            <guid>http://www.byond.com/members/Cuddlebear?command=view_post&amp;post=157136</guid>
            <pubDate>Sun, 09 May 2010 09:45:43 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Cuddlebear?command=view_comments&amp;post=157136#comments</comments>
            
            <description>So i'm working on an iso game but i'm having difficulty with the world.view.&lt;br&gt;
&lt;br&gt;
Its showing a overhead world.view, instead of restricting the view to iso tiles. I'd appriciate any help with this.</description>
        </item>
                <item>
            <title>Isometric Design Thought</title>
            <link>http://www.byond.com/members/Cuddlebear?command=view_post&amp;post=151616</link>
            <guid>http://www.byond.com/members/Cuddlebear?command=view_post&amp;post=151616</guid>
            <pubDate>Sat, 26 Dec 2009 08:10:36 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Cuddlebear?command=view_comments&amp;post=151616#comments</comments>
            
            <description>So I just finished reading Lummox JR's &quot;Your First Isometric World&quot; Article, and it got me thinking about mapping design.&lt;br&gt;
&lt;br&gt;
I like the fact that isometric design takes into account the user's prospective, automatically allowing tiles &quot;closer&quot; to the viewer to appear in front of tiles farther away. It is more convenient than laying out your map then going in and changing the layer of each item that you may want to appear in front of a character when one moves into the same tile as the item in question.&lt;br&gt;
&lt;br&gt;
However, I'm not 100% sold on the whole diagonal view of the world that using an isometric map forces onto the designer. Maybe I just need to play with it more, but I am curious if it is possible at all to force a classical direction to the tiles, or apply the &quot;closer&quot;-to-the-viewer tile display to a standard map.&lt;br&gt;</description>
        </item>
                <item>
            <title>Skill progession formula</title>
            <link>http://www.byond.com/members/Cuddlebear?command=view_post&amp;post=152365</link>
            <guid>http://www.byond.com/members/Cuddlebear?command=view_post&amp;post=152365</guid>
            <pubDate>Mon, 12 Feb 2007 03:21:22 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Cuddlebear?command=view_comments&amp;post=152365#comments</comments>
            
            <description>I'd like to include skills in my game for my game.&lt;br&gt;
&lt;br&gt;
I have many skills in the game planned, but i need help with finding the formula for progression.&lt;br&gt;
&lt;br&gt;
Each skill will start out at 1 when learned, there won't be a cap on the maximum skill, but i want a nearly exponiential curve to discourage all but the most commited from achieving levels beyond 25.&lt;br&gt;
&lt;br&gt;
What I would like is that new skills are easy to learn, and grow harder to learn as the player gains skill. I want it to be harder to learn and gain levels in new skills the more skills a player chooses.&lt;br&gt;
&lt;br&gt;
Each activity that requires a skill will have a set difficulty, and the player's current level in the skill will determine how much that skill increases. Also, the higher the player's skill, the less likely the player is to increase their skill with the lower difficulty activities.&lt;br&gt;
&lt;br&gt;
I'm not good at writting formulas, and i would appriciate any help or advise anyone can spare.</description>
        </item>
                <item>
            <title>Introducing myself</title>
            <link>http://www.byond.com/members/Cuddlebear?command=view_post&amp;post=184128</link>
            <guid>http://www.byond.com/members/Cuddlebear?command=view_post&amp;post=184128</guid>
            <pubDate>Sat, 23 Dec 2006 08:14:18 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Cuddlebear?command=view_comments&amp;post=184128#comments</comments>
            
            <description>Hello! i've had the pleasure of meeting some of you already, either through your help in the How-To forum, or in the tutorials you've written.&lt;br&gt;
&lt;br&gt;
I'm not a programmer, plain and simple. I've always wanted to learn, but i lack any intuitive bent that most people who program well seem to have.&lt;br&gt;
&lt;br&gt;
I'm a college student and part-time bank teller. My major is mathmatics education, with a minor in natural science.&lt;br&gt;
&lt;br&gt;
I'm a big rpg game buff, and i've played a great many mmog's over the past 5-6 years. I've been one of those people who play and then go &quot;well it's nice, but i wish it did this, and this, and handled that differantly.&quot; It's been a minor fantasy of mine to program my own game, but up until finding Byond, i was limited to RPG maker on my husband's PS2 =P&lt;br&gt;
&lt;br&gt;
I will be joining the ranks of Byond members once i set up a pay pal account. I look forward to learning the in's and out's of all of Byond to the best of my abilities while making the rpg of my dreams in my favorite graphics ever, 32 bit!&lt;br&gt;
&lt;br&gt;
Thank you all in advance for the help i'll need to keep from drowning in the code.</description>
        </item>
                <item>
            <title>Trying something else with icons and variables</title>
            <link>http://www.byond.com/members/Cuddlebear?command=view_post&amp;post=165448</link>
            <guid>http://www.byond.com/members/Cuddlebear?command=view_post&amp;post=165448</guid>
            <pubDate>Sat, 23 Dec 2006 08:02:47 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Cuddlebear?command=view_comments&amp;post=165448#comments</comments>
            
            <description>So i know how to change icon_state using a verb that references. However, i'm not sure how to make the icon_state change by only referencing the variable.&lt;br&gt;
&lt;br&gt;
is there a way to do that?&lt;br&gt;
&lt;br&gt;
what i am trying to do is get a wood box to display three differant icon_states, the first when it's variable is greater than five, the second when it's greater than or equal to 1, and the third when it's variable is equal to 0.</description>
        </item>
                <item>
            <title>Trouble defining variables</title>
            <link>http://www.byond.com/members/Cuddlebear?command=view_post&amp;post=165467</link>
            <guid>http://www.byond.com/members/Cuddlebear?command=view_post&amp;post=165467</guid>
            <pubDate>Tue, 19 Dec 2006 02:38:39 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Cuddlebear?command=view_comments&amp;post=165467#comments</comments>
            
            <description>I fall upon the mercy of my betters in this. I am a complete noob, though i have taken the time to go through many of the tutorials as well as the DM guide and Reference.&lt;br&gt;
&lt;br&gt;
What I am attempting to do is to write a simple game to help be apply what I have read to the program. I want to make a verb [(Light) in this case] that checks a variable of an obj (fire/lit) for an if/else for either lighting a fire, to reporting back to the usr.&lt;br&gt;
&lt;br&gt;
Code:&lt;br&gt;
//****TEST TEST TEST TEST TEST TEST****//&lt;br&gt;
fire&lt;br&gt;
icon = 'fire.dmi'&lt;br&gt;
var&lt;br&gt;
lit = 0&lt;br&gt;
fireplace_1&lt;br&gt;
fireplace&lt;br&gt;
icon = 'fireplace.dmi'&lt;br&gt;
icon_state = &quot;fireplace1&quot;&lt;br&gt;
density = 1&lt;br&gt;
verb&lt;br&gt;
Light(obj/O as obj in view(1))// verb to light fires&lt;br&gt;
if(/fire/lit &amp;lt;= 0)//error(A)&lt;br&gt;
view() &amp;lt;&amp;lt; &quot;[usr] starts a cozy fire.&quot;&lt;br&gt;
obj/fire = new(6,17,1)//error(B)&lt;br&gt;
obj/fire/lit += 1//error(C)&lt;br&gt;
else&lt;br&gt;
usr &amp;lt;&amp;lt; &quot;There is already a fire lit!&quot;&lt;br&gt;
chimney&lt;br&gt;
icon = 'fireplace.dmi'&lt;br&gt;
icon_state = &quot;chimney1&quot;&lt;br&gt;
//****TEST TEST TEST TEST TEST TEST****//&lt;br&gt;
&lt;br&gt;
Errors:&lt;br&gt;
tavernworld.dm:107:error:/fire/lit:undefined type path//(A)&lt;br&gt;
tavernworld.dm:109:error:obj/fire:undefined var//(B)&lt;br&gt;
tavernworld.dm:110:error:obj/fire/lit:undefined var//(C)&lt;br&gt;
&lt;br&gt;
What i WANT is for a usr within 1 place to be able to light a fire in the fireplace using &quot;light&quot; as a verb.&lt;br&gt;
&lt;br&gt;
Could someone please point me in the correct direction to learn what I am doing wrong?&lt;br&gt;
&lt;br&gt;
((ps. if it matters at all, the fireplace is two icons))</description>
        </item>
            
    </channel>
</rss>


