The fastest/quickest hex-to-dec and dec-to-hex

Before reading: The code presented is for the Monkey X multiplatform language. This was the fastest/quickest multiplatform solution I could design. Okay, so there was a reason that I needed a blazing fast dec-to-hex and vice-versa conversion. I’m not going to go over it. Anyways, after playing around for several hours I found a method […]

New Learning Monkey Live

I’ve put up the new version of my e-book (well, HTML-Book) Learning Monkey made from the new generator. Aside from the generator, I made several changes to the template. I also changed the background color behind the text to not be gray. It’s now a light teal. Now that the book is extremely maintainable, I’m […]

NixScript – A C-style Monkey typeless scripting language

This is a pretty eventful post. So after taking some pointers and such from a module called MiniC, I finally started understanding how to really build a scripting language. Up to this point, I had extremely limited experience with parsers and didn’t really understand them very well. After playing around with MiniC for some time […]

Notepad++ UDL Collection (EBNF and Monkey)

I’ve started a repository on BitBucket (my favorite repository site…’cause I don’t like git, sorry github) that has, as of right now, two Notepad++ UDL XML files. Notepad++ had a total overhaul on the UDL back in September of 2012. This made it so that UDL was actually useful. With that in mind, I took […]

LD25 – Double DeConstruction

We completed Double DeConstruction for Ludum Dare #25. I don’t have much to say about it other than me being thrilled at the game getting completed.

T-ACT – More On Maps

So I made a isometric tile drawing test. Worked out flawlessly. A little on the heavy side as far as calculations per update but, I have ways of lowering it that I haven’t bothered to put in. You can actually play with it here. Left Click = Draw Ctrl + Left Click = Erase Plus […]

T-ACT Map Specifications

So, apparently I decided I’d rather start working on T-ACT, well, not directly on it but on a game that is the base for it. I just finished the map data specifications. The idea is fairly simple, it has a movement map and then the drawn layers. I can determine where a player is drawn […]

Quad Trees!

I’m surprised that I’ve just learned of these. Regardless, I had fun making a quick example of them. I’m sure there’s going to be one or more people coming in wondering if I’m going to go deeper into explaining what I did. I’m not. Quad trees are fairly simple. My math level is algebra […]