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        <title>Gorrilla Festival</title>
        <link>http://www.byond.com/members/Drumersl</link>
        <description>A 5 ounce bird can not carry a one pound coconut.</description>
        <lastBuildDate>Sun, 23 Nov 2008 03:48:45 GMT</lastBuildDate>
        <language>en-us</language>
    
                <item>
            <title>A poor attempt at a children et cetera</title>
            <link>http://www.byond.com/members/?command=view_post&amp;post=33630</link>
            <guid>http://www.byond.com/members/?command=view_post&amp;post=33630</guid>
            <pubDate>Thu, 09 Aug 2007 03:13:00 GMT</pubDate>
            
            <comments>http://www.byond.com/members/Drumersl?command=view_comments&amp;post=33630#comments</comments>
            
            <description>That title sounds weird, but well the new elements in Byond are called &quot;Child elements&quot; so I guess that is the proper plural?&lt;br/&gt;
&lt;br/&gt;
If you feel like looking at messy, buggy, un-commented code, I have just the thing for you: my late night, half-awake attempt at a container system using panes and grids. Feel free to take it and do what you will with it. I don't need to hear about the bugs though, I probably already know about them. That is unless you also plan on fixing them.&lt;br/&gt;
&lt;br/&gt;
Here was what I was trying to accomplish:&lt;br/&gt;
--Click and Drag inventory&lt;br/&gt;
--The ability to open and close bags that are in your inventory. (pick up a bag and double click it)&lt;br/&gt;
--The ability for bags to reduce the weight of the items inside of them. (which was why I choose to have a proc that re-scans the inventory/bag every time instead of just adding and subtracting the weight. (this doesn't work right now))&lt;br/&gt;
--Experiment with the new features.&lt;br/&gt;
&lt;br/&gt;
&lt;br/&gt;
NOTE: This was in no way an attempt to make a good looking skin. Just to make it work...sort of. So beware of ugly icons and the such.&lt;br/&gt;
&lt;br/&gt;
Here is the link:&lt;br/&gt;
I suggest running it before you look at the code.&lt;br/&gt;
&lt;a href=&quot;http://members.byond.com/Drumersl/files/Inventory_src.zip&quot;&gt;http://members.byond.com/Drumersl/files/Inventory_src.zip&lt;/a&gt;&lt;br/&gt;
&lt;br/&gt;
</description>
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            <title>4.0 Interface Questions.</title>
            <link>http://www.byond.com/members/?command=view_post&amp;post=33455</link>
            <guid>http://www.byond.com/members/?command=view_post&amp;post=33455</guid>
            <pubDate>Sun, 05 Aug 2007 00:59:49 GMT</pubDate>
            
            <comments>http://www.byond.com/members/Drumersl?command=view_comments&amp;post=33455#comments</comments>
            
            <description>A couple things I would like some elaboration on:&lt;br/&gt;
&lt;br/&gt;
Anchors: I know basically how they work, but what I am wondering is if I can create a map element that stays centered and stretches 50% as much as the window it is in stretches. I know the first anchor has to be set to 50,0 to keep it centered, but I don't know if it is possible to have it stretch and keep it centered. I could set it for Top Left and then 100,50 like in the guide, but then it would stretch to much horizontally. And 50% vertically. I want it to stretch 50% horizontally and vertically while at the same time remaining at the top center.&lt;br/&gt;
&lt;br/&gt;
Tab, Child, and Grids: I have not seen any real guide or info on these. How do they work? How do you set them up?</description>
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            <title>Floors: The Multiple Layer Demo Version 2</title>
            <link>http://www.byond.com/members/?command=view_post&amp;post=28432</link>
            <guid>http://www.byond.com/members/?command=view_post&amp;post=28432</guid>
            <pubDate>Fri, 16 Mar 2007 01:09:17 GMT</pubDate>
            
            <comments>http://www.byond.com/members/Drumersl?command=view_comments&amp;post=28432#comments</comments>
            
            <description>I have updated my Floors demo to make it easyer to use with a pre-existing engine and added more documentation.&lt;br/&gt;
Check it out under my demos.</description>
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            <title>Encryption?</title>
            <link>http://www.byond.com/members/?command=view_post&amp;post=28169</link>
            <guid>http://www.byond.com/members/?command=view_post&amp;post=28169</guid>
            <pubDate>Fri, 09 Mar 2007 01:56:29 GMT</pubDate>
            
            <comments>http://www.byond.com/members/Drumersl?command=view_comments&amp;post=28169#comments</comments>
            
            <description>Well I was going through my folders and I found an enryption program I have written. There seems to be few people currently releasing these types of things, so I might as well put it out there now. By the way, this is very compacted and un-readable code as you can tell; I could not find the original non-compacted version. However, if anyone is interested I may rewrite it to make it more readable.&lt;br/&gt;
&lt;br/&gt;
How it works:&lt;br/&gt;
It works off of the ascii values of whatever you are encrypting, so obviously this method wouldn't work for anything other than ascii characters. It takes a text string, and a text key and creates a string of seeming random numbers.&lt;br/&gt;
&lt;br/&gt;
To do this, the function goes letter by letter and finds the ascii value of the current letter, the previous letter, and the ascii value of a letter in the pass key. (The letter in the pass key is chossen using modular division: a%length(key) where a is the current letters position in the original word.) These values are then added together and create the string of numbers. It may not be the most secure method, but it works well enough if you pick a good enough key.&lt;br/&gt;
&lt;br/&gt;
&lt;a target=&quot;blank&quot; href=&quot;http://members.byond.com/Drumersl/files/encrypt_src.zip&quot;&gt;encrypt_src.zip&lt;/a&gt;&lt;br/&gt;
</description>
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            <title>Floors Source</title>
            <link>http://www.byond.com/members/?command=view_post&amp;post=21942</link>
            <guid>http://www.byond.com/members/?command=view_post&amp;post=21942</guid>
            <pubDate>Wed, 01 Nov 2006 17:30:32 GMT</pubDate>
            
            <comments>http://www.byond.com/members/Drumersl?command=view_comments&amp;post=21942#comments</comments>
            
            <description>I have cleaned up the code a bit and decided to release the source. (Floors_src.zip). Please give me feedback on it. I am going to release it as a demo eventually, but for now it could use a bit more work. &lt;br/&gt;
&lt;br/&gt;
Please don't steal this; I have worked a long time on it. However, I have a feeling it is too complex for most people who would steal it to get any use out of it. &lt;br/&gt;
&lt;br/&gt;
It defaults to blocking the cutting of corners, to change that just click on Toggle Cut Corners in the commands tab. (I know having it block cutting corners can be pretty annoying)&lt;br/&gt;
&lt;br/&gt;
In this tab you can also change if you want upper levels to disappear and if you want to just block all corners.&lt;br/&gt;
&lt;br/&gt;
[Edit] This can now be found under My demos.</description>
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                <item>
            <title>Multiple Floors/Elevations/Levels</title>
            <link>http://www.byond.com/members/?command=view_post&amp;post=21841</link>
            <guid>http://www.byond.com/members/?command=view_post&amp;post=21841</guid>
            <pubDate>Mon, 30 Oct 2006 23:31:45 GMT</pubDate>
            
            <comments>http://www.byond.com/members/Drumersl?command=view_comments&amp;post=21841#comments</comments>
            
            <description>A while back I found Garthor's Quasiturf demo and I became interested in the idea of having more then one layer per x layer. His demo shows how to make simple bridges that can be walked under and over. I extended this idea to more than two levels and also to buildings having multiple floors. &lt;br/&gt;
&lt;br/&gt;
I don't know if it is perfect, but I uploaded a demo of it, (Floors.zip). Right now when you go under a bridge or go on the first floor of a building, the upper layers disappear. This demo uses invisibility as a means to do this because it allows for various degrees of invisibility. At the top layer you have 0 invisibility and as you go down levels your invisibility increases. You could always create your own invisibility variable for simple invisibility. &lt;br/&gt;
&lt;br/&gt;
You can pick up the objects on the map, (right click on them). The squares are dense and the circles aren't. The move proc was completely rewritten to allow for multiple levels. So thank you to Lummox JR for Post ID:242338 and Garthor for his start with this idea.&lt;br/&gt;
&lt;br/&gt;
(Also on an unrelated note, I never could find a good save file editor, so I made my own. The source is right up there with the other files.)</description>
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            <title>Graphing in Byond</title>
            <link>http://www.byond.com/members/?command=view_post&amp;post=18355</link>
            <guid>http://www.byond.com/members/?command=view_post&amp;post=18355</guid>
            <pubDate>Sat, 02 Sep 2006 00:25:39 GMT</pubDate>
            
            <comments>http://www.byond.com/members/Drumersl?command=view_comments&amp;post=18355#comments</comments>
            
            <description>Well I kind of stopped working on my graphing program a while back, and I thought, what the heck. Why not let it be open source. I really doubt that it is the kind of thing that will promote thousands of rips. I hope that it is of some use/interest to some of you.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;http://photobucket.com&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://img.photobucket.com/albums/v245/drumersl/sierpin.gif&quot; border=&quot;0&quot; alt=&quot;Photobucket - Video and Image Hosting&quot;&gt;&lt;/a&gt;&lt;br/&gt;
&lt;br/&gt;
Just download Graph_src from my hosted files.&lt;br/&gt;
Enjoy!&lt;br/&gt;
&lt;br/&gt;
Please don't hesitate to ask questions.</description>
        </item>
                <item>
            <title>Turf Procs</title>
            <link>http://www.byond.com/members/?command=view_post&amp;post=8493</link>
            <guid>http://www.byond.com/members/?command=view_post&amp;post=8493</guid>
            <pubDate>Tue, 07 Feb 2006 19:33:43 GMT</pubDate>
            
            <comments>http://www.byond.com/members/Drumersl?command=view_comments&amp;post=8493#comments</comments>
            
            <description>For my pathfinding system I wanted to make it compatable with directional blocking and no cutting corners so I came up with a few procs to help with that. The the core of the directional blocking system is from Lummox Jr but everything else is from me. You may think these are pointless, but they come in handy if you want to just check if something can be entered in general, not just with a specific mob.&lt;br/&gt;
See the procs at &lt;br/&gt;
&lt;a href=&quot;http://bwicki.byond.com/ByondBwicki.dmb?DrumerslExamples&quot;&gt;http://bwicki.byond.com/ByondBwicki.dmb?DrumerslExamples&lt;/a&gt;</description>
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                <item>
            <title>Path Finding</title>
            <link>http://www.byond.com/members/?command=view_post&amp;post=8382</link>
            <guid>http://www.byond.com/members/?command=view_post&amp;post=8382</guid>
            <pubDate>Sun, 05 Feb 2006 01:57:14 GMT</pubDate>
            
            <comments>http://www.byond.com/members/Drumersl?command=view_comments&amp;post=8382#comments</comments>
            
            <description>Since I got a hold of Theodis' binary heap and pathfinding librarys, I have become interested in the subject. I don't like to use a library I don't understand so I decided to learn all I could about pathfinding and in the process I pretty much came up with my own method. I uploaded a file called Binary Heap which is a pathfindng demo, it will find a path and update it while a mob is in movement. Just click on the map it should always get the ball withing 2 tiles of the target, (if possible).</description>
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            <title>Graphing Program</title>
            <link>http://www.byond.com/members/?command=view_post&amp;post=7840</link>
            <guid>http://www.byond.com/members/?command=view_post&amp;post=7840</guid>
            <pubDate>Sun, 22 Jan 2006 01:05:05 GMT</pubDate>
            
            <comments>http://www.byond.com/members/Drumersl?command=view_comments&amp;post=7840#comments</comments>
            
            <description>Releases:&lt;br/&gt;
R4&lt;br/&gt;
-Improved speed by ~450% by removing time hogging loops and replaceing them with cold hard math.&lt;br/&gt;
-Rearranged things&lt;br/&gt;
&lt;br/&gt;
R3-1&lt;br/&gt;
-Cleaned up plotted equations a bit&lt;br/&gt;
&lt;br/&gt;
R3&lt;br/&gt;
-Made the point plotter more efficent by reducing the ammount of times it looped.&lt;br/&gt;
-Fixed most problems having to do with lines breaking up.&lt;br/&gt;
-Sort of added custom polar graphing (use o for variable)&lt;br/&gt;
-Added some debugging stuff&lt;br/&gt;
-Now all points are actually plotted (stupid mistake I put a &quot;&gt;&quot; instead of a &quot;&gt;=&quot; ) So when you choose plot 20000 points will will plot 20000 points not like 18343 points.&lt;br/&gt;
&lt;br/&gt;
R2&lt;br/&gt;
-Added a readme.&lt;br/&gt;
-Fixed the random number generator.&lt;br/&gt;
//--****--// \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\//--****--//&lt;br/&gt;
&lt;br/&gt;
Well I didn't want to litter the forum with pictures of the program so here are all the pictures I have created using the program to date:&lt;br/&gt;
&lt;br/&gt;
The first pictures:&lt;br/&gt;
&lt;img src=&quot;http://img.photobucket.com/albums/v245/drumersl/scrnshot3.png&quot; alt=&quot;Image hosting by Photobucket&quot;&gt;&lt;br/&gt;
A parabola&lt;br/&gt;
&lt;br/&gt;
&lt;img src=&quot;http://img.photobucket.com/albums/v245/drumersl/scrnshota.png&quot; alt=&quot;Image hosting by Photobucket&quot;&gt;&lt;br/&gt;
Sort of fixed parabola&lt;br/&gt;
&lt;br/&gt;
&lt;img src=&quot;http://img.photobucket.com/albums/v245/drumersl/parab.gif&quot; alt=&quot;Image hosting by Photobucket&quot;&gt;&lt;br/&gt;
Fixed!&lt;br/&gt;
&lt;br/&gt;
&lt;img src=&quot;http://img.photobucket.com/albums/v245/drumersl/scrnshot2.png&quot; alt=&quot;Image hosting by Photobucket&quot;&gt;&lt;br/&gt;
y=x^-1&lt;br/&gt;
&lt;br/&gt;
&lt;img src=&quot;http://img.photobucket.com/albums/v245/drumersl/scrnshot1.png&quot; alt=&quot;Image hosting by Photobucket&quot;&gt;&lt;br/&gt;
random lines&lt;br/&gt;
&lt;br/&gt;
&lt;img src=&quot;http://img.photobucket.com/albums/v245/drumersl/scrnshob.png&quot; alt=&quot;Image hosting by Photobucket&quot;&gt;&lt;br/&gt;
random dots&lt;br/&gt;
&lt;br/&gt;
Polar Graphing (notice the change of background and dot color, someone said it looked like graph paper so I tried to make it look like graph paper even more)&lt;br/&gt;
&lt;br/&gt;
&lt;img src=&quot;http://img.photobucket.com/albums/v245/drumersl/sinPIo.gif&quot; alt=&quot;Image hosting by Photobucket&quot;&gt;&lt;br/&gt;
&lt;br/&gt;
&lt;img src=&quot;http://img.photobucket.com/albums/v245/drumersl/rose.gif&quot; alt=&quot;Image hosting by Photobucket&quot;&gt;&lt;br/&gt;
Another color schem (I was bored)&lt;br/&gt;
&lt;br/&gt;
&lt;img src=&quot;http://img.photobucket.com/albums/v245/drumersl/4.gif&quot; alt=&quot;Image hosting by Photobucket&quot;&gt;&lt;br/&gt;
&lt;br/&gt;
The following Polar graphs are created by adjusting how often the expression is evaluated.&lt;br/&gt;
&lt;br/&gt;
&lt;img src=&quot;http://img.photobucket.com/albums/v245/drumersl/sweet.gif&quot; alt=&quot;Image hosting by Photobucket&quot;&gt;&lt;br/&gt;
&lt;br/&gt;
&lt;img src=&quot;http://img.photobucket.com/albums/v245/drumersl/scrnshot5.gif&quot; alt=&quot;Image hosting by Photobucket&quot;&gt;&lt;br/&gt;
&lt;br/&gt;
&lt;img src=&quot;http://img.photobucket.com/albums/v245/drumersl/woah.gif&quot; alt=&quot;Image hosting by Photobucket&quot;&gt;&lt;br/&gt;
&lt;br/&gt;
Last but not least, FRACTALS!&lt;br/&gt;
&lt;br/&gt;
&lt;img src=&quot;http://img.photobucket.com/albums/v245/drumersl/sierpin.gif&quot; alt=&quot;Image hosting by Photobucket&quot;&gt;&lt;br/&gt;
&lt;br/&gt;
&lt;img src=&quot;http://img.photobucket.com/albums/v245/drumersl/fern.gif&quot; alt=&quot;Image hosting by Photobucket&quot;&gt;&lt;br/&gt;
&lt;br/&gt;
&lt;img src=&quot;http://img.photobucket.com/albums/v245/drumersl/frac.gif&quot; alt=&quot;Image hosting by Photobucket&quot;&gt;&lt;br/&gt;
&lt;br/&gt;
&lt;br/&gt;
&lt;img src=&quot;http://img.photobucket.com/albums/v245/drumersl/crystal.gif&quot; alt=&quot;Image hosting by Photobucket&quot;&gt;&lt;br/&gt;
&lt;br/&gt;
&lt;img src=&quot;http://img.photobucket.com/albums/v245/drumersl/carpet.gif&quot; alt=&quot;Image hosting by Photobucket&quot;&gt;&lt;br/&gt;
&lt;br/&gt;
About the program...&lt;br/&gt;
The meat of the program, i.e. the way it graphs and figures out how to plot points where was all developed by me. However, I can not take credit for any of the text handling. A huge thanks goes to AbyssDragon for SET which I used in a modified form, (don't expect to be able to do everything that library let you do), and also to Deadron for his TextHandling library which I used also to evaluate expressions.&lt;br/&gt;
&lt;br/&gt;
I decided not to make a hub entry for this yet, because it is not worthy of one. It is very early stage, and I am sure it is riddled with bugs. I released it through this site, because I have a lot of fun with it, and I hope you will also. &lt;br/&gt;
&lt;br/&gt;
Known Issues:&lt;br/&gt;
Not all graphs are continuous.&lt;br/&gt;
Graphing equations is not perfect.&lt;br/&gt;
Everything else is not perfect&lt;br/&gt;
&lt;br/&gt;
Please note this program can be very SLOW. So if you have a slow computer either be patient or don't let it plot to many points.&lt;br/&gt;
&lt;br/&gt;
Some of the verbs may cause it to graph forever, clicking graph in the commands tab twice may stop this, if not exit and restart. &lt;br/&gt;
&lt;br/&gt;
I am considering letting this be open source since some of it, (the test handling), is beyond my area of knowledge and I do not have much time to work on it, but right now the code is a bit of the mess, (the text handling), so I would want to clean it up first. Also I don't know if there is interest in this. &lt;br/&gt;
&lt;br/&gt;
If you have any questions please ask, either here or in the forum, also if you have any ideas feel free to share them.&lt;br/&gt;
&lt;br/&gt;
You can also e-mail me with questions, ideas, concerns or rants, at drumers@gmail.com please no flames though, if you want to complain at least give some valid reasons.&lt;br/&gt;
&lt;br/&gt;
This program is the result of spending way to much time in math class programming on my calculator. People would see my using my calculator and assume I was playing games, (like any sane person does), however I was writing programs, and not just games, but also math programs. Somehow using a math utility to play games led to using a game utility to do math. (Good thing my teachers didn't know that I could practically program my calculator to do pretty much all the work for me, and show all the work, but hey I figure if you can figure out how to write a program to do something, then its not cheating, just being efficient since you had to know how to do it in the first place.)</description>
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