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Everything posted by ThomasTheSpaceFox
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made some music:
http://www.furaffinity.net/view/30458958/
Turned out decent i think. not sure what genre it is though.
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o.o *is a mouse now*
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Its not halfway through October and already stores are trying to sell me Christmas decorations and wrapping paper... *sigh*
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*listens to surf rock, while brainstorming ideas for games that can work in a terminal.*
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A lot has changed in my life in the past few months. That said, its behind me now, and I'm glad to finally be back into the grove online-wise after moving in such a rush.
While the specifics are best left unsaid, I do have more free time, so hopefully i can get around to actually posting some art on DA and FA for once. 🙂
Lately, I've been hammering away At SBTCVM's codebase, and have been more inspired art-wise. seems the change of scenery has helped my focus.
For what ive been doing with SBTCVM, its kinda too many to list :p
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as far as SBTCVM goes,
Its new codebase is now up and going, along with a rebuilt assembler with syntax checking, importable namespace variables and code files, a build automation script system, and even a standard library :D
I also just the other day got SSTNPL (a new, easier, programming language for doing math in SBTCVM) up and working :o
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YOU'RE UNSTOPPABLE!
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*puts on le cool shades* 😎
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well. its not even summer yet and its blisteringly hot outside, but at least my gopherspace client is looking cool. https://sta.sh/02ewmn37jpqt Though I'm certainly not cool right now! :p
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oh what a nice day. Just kidding way to much rain. meanwhile Ive been busy coding, and user interface designing and I have to say, my gopherspace client is coming along nicely: https://sta.sh/0yhhsq3zbrx
Even if the weather isn't. :p
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finally got my gopherspace client sorted. as usual i wound up picking a barely-pronounceable name XD https://github.com/ThomasTheSpaceFox/Zoxenpher
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*Celebrates*
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besides being able to fine-tune a gopherspace client to my liking, i got to use this fancy pygame window manager thing i wrote. (the latter gets around pygame's 1 window limit by emulating a window manager in a pygame window.)
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one thing gopherspace has going for it is there is no way you'd get away with writing a modern web browser in 1000 or so lines of python with only pygame XD
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hmm... so many much time, so little to do... >.>
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decided to work on my Adventure game engine again. it has a save state system that does work (but the load & save dialogs are awaiting the pause menu.) i also added a script-based animation system.
The whole system has gotten some extra work. cleaned up the UI, the inventory system is working, and that animation system has evolved into a crude scripting language that can be used for more generalized sequencing. also i /think/ the engine works in python 3 now. and it even still works in python 2.7 :)
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my drum sequencer now has volume, fade, and synthesis method settings per cell, and now can handle a whopping 64 cells. :o
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i even managed to make it compatible with its old format
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:O:O:O:O
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:D:D:D:D
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working on synthesizers can be both fun, and complicated.
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Wow-wee!
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The Drum Sequencer, FSSDL, (besides having a much better designed UI than the rather complicated FSSS), has up to 16 cells, with adjustable BPM and cells per beat timing, and loading/saving of rhythms...
The main synthesizer, FSSS, is as you might guess, the oldest, and naturally with its lack of a mouse-driven UI, has a bazzilion keyboard macros :p
BTW the chip-theremin also has a cool acronym: FSCr (Floored Square Chip-remin)
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*Wonders how he's going to handles all this techie goodness!?*