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  <channel> 
    <title>tahrey's Recent Projects</title> 
    <link>http://scratch.mit.edu/feeds/getRecentUserProjects/252826</link> 
    <description>Recent Projects Feed for tahrey</description> 
    <language>en-us</language> 
    <pubDate>Wed, 25 Nov 2009 14:50:03 GMT</pubDate> 
    <docs></docs> 
    <generator>CakePHP</generator> 
    <managingEditor>Han and Andres</managingEditor> 
    <webMaster>genghisu</webMaster> 
	
     
    <item> 
      <title>crapsteroids 2d v0.2.2uc</title> 
      <link>http://scratch.mit.edu/projects/tahrey/454567</link> 
      <description>&lt;img src=&quot;http://scratch.mit.edu/static/projects/tahrey/454567_sm.png&quot; width=&quot;148&quot; height=&quot;111&quot; border=&quot;1&quot; alt=&quot;&quot; /&gt;trying to get some simple asteroids type thing on the go

this version (0.2.2) with OMG SO MANY CODE KLUDGES to get around a variety of wierd bugs and/or quirks of how Scratch works and schedules its routines. As other people have said before - heavy abuse of the broadcast system just to keep things sort of in synch.
and once again trying to dodge the spectre of half the sprites and text not showing up online. still under 64kb though!

(this version with uncompressed audio as i think Scratch's attempt to &quot;compress&quot; my already very small blurps actually made them larger as well as lower quality - it just reported uploading 92kb when it's only 63 on disk. EDIT: 106kb allegedly. Dunno where the other 43k is coming from unless its upconverting some stuff unnecessarily - the files as I made them come to something like 20k, and the graphics are about similar. Anyway, it does sound clearer so I'm keeping this one.)

so far i'm succeeded in get the starfield and ship movement working (including hyperspace), a couple of retro sounds and everything to initialise properly

also: shooting, a floating rock, death, score... 
i'm not too confident in my ability to get a great deal more than this working reliably, there's just so much craziness involved in the fault tracking. I literally lost about two hours trying to figure out why my bullets were sometimes freezing in midair and not disappearing til I realised it was because WHEN A NEW BROADCAST IS RECEIVED IT KILLS THE OLD INSTANCE OF THE BROADCAST-CONTROLLED SCRIPT STONE DEAD. Without even a chance for the bullet to disappear gracefully, or in my case, register its death with the control system. Arrrrgghh.

So my dreams of multiple rocks, splitting apart into small rocks when shot (I already have the gfx drawn), little randomly appearing aliens, multiple levels (increasing no's of and faster rocks), possibly ship friction for those who don't like &quot;classic&quot; roids .... may have to go on hold until I eat some genius beans.
That and ironing out the self-made bug that means you can still shoot even when dead/hyperspacing :)</description> 
	  <imagelink>http://scratch.mit.edu/static/projects/tahrey/454567_sm.png</imagelink>
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    <item> 
      <title>crapsteroids 2d v0.1.3</title> 
      <link>http://scratch.mit.edu/projects/tahrey/454279</link> 
      <description>&lt;img src=&quot;http://scratch.mit.edu/static/projects/tahrey/454279_sm.png&quot; width=&quot;148&quot; height=&quot;111&quot; border=&quot;1&quot; alt=&quot;&quot; /&gt;trying to get some simple asteroids type thing on the go

this version (0.1.3) with some code tweaks removing some dumb redundant stuff in the hyperspace and shoot loop delays; replacing reverbalicious midi sounds with short samples; fixing repeat bug with shoot/move controls; all-purpose ship sprite split to ship, star drawing dot and ok button to avoid equally dumb graphics glitches; and twiddling the spin/thrust strength sliders around to try and convince Scratch online to actually show the damn things.
Still no rocks yet, but we're getting there.

so far i'm just aiming to get the starfield and ship movement working (including hyperspace), a couple of retro sounds and everything to initialise properly

after that: shooting, floating rocks, explosions, death, score, and making the rotation/acceleration (and eventually difficulty &amp; lives?) controls on the main screen look more convincingly retro

after all that: simulating lower screen resolution (240x180, or maybe making it look portrait with a pretend arcade box border - 240x320)</description> 
	  <imagelink>http://scratch.mit.edu/static/projects/tahrey/454279_sm.png</imagelink>
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    <item> 
      <title>crapsteroids 2d v0.1.2</title> 
      <link>http://scratch.mit.edu/projects/tahrey/454073</link> 
      <description>&lt;img src=&quot;http://scratch.mit.edu/static/projects/tahrey/454073_sm.png&quot; width=&quot;148&quot; height=&quot;111&quot; border=&quot;1&quot; alt=&quot;&quot; /&gt;COPYRIGHT 1978-2009 POTATIO INC, A BRAND NAME OF BILLIAMS PINBALL ENTERTAINMENTS

WINNERS DON'T DO DRUGS
DARE TO SAY STEROIDS = CR*P!

trying to get some simple asteroids type thing on the go

this version with some code tweaks removing some dumb redundant stuff in the hyperspace and shoot loop delays; making shoot bleep a bit more audible; all-purpose ship sprite split to ship, star drawing dot and ok button to avoid equally dumb graphics glitches; and twiddling the spin/thrust strength sliders around to try and convince Scratch online to actually show the damn things.

so far i'm just aiming to get the starfield and ship movement working (including hyperspace), a couple of retro sounds and everything to initialise properly

after that: shooting, floating rocks, explosions, death, score, and making the rotation/acceleration (and eventually difficulty &amp; lives?) controls on the main screen look more convincingly retro

after all that: simulating lower screen resolution (240x180, or maybe making it look portrait with a pretend arcade box border - 240x320)</description> 
	  <imagelink>http://scratch.mit.edu/static/projects/tahrey/454073_sm.png</imagelink>
    </item> 
     
    <item> 
      <title>crapsteroids 2d v0.1.1</title> 
      <link>http://scratch.mit.edu/projects/tahrey/453945</link> 
      <description>&lt;img src=&quot;http://scratch.mit.edu/static/projects/tahrey/453945_sm.png&quot; width=&quot;148&quot; height=&quot;111&quot; border=&quot;1&quot; alt=&quot;&quot; /&gt;Post-upload edit: For some reason the Acceleration and Rotation Speed sliders that are supposed to appear on the title screen aren't working (download it, they'll be fine), and it's added some awful reverb/echo effect to what are supposed to be plain &quot;bleep&quot; sounds (making the &quot;shooting doesn't work&quot; blurp almost silent in the process). Argh. Oh well, at least you get the best-choice defaults anyway. And it's still pretty small :)

trying to get some simple asteroids type thing on the go

so far i'm just aiming to get the starfield and ship movement working (including hyperspace), a couple of retro sounds and everything to initialise properly

after that: shooting, floating rocks, explosions, death, score, and making the rotation/acceleration (and eventually difficulty &amp; lives?) controls on the main screen look more convincingly retro

after all that: simulating lower screen resolution (240x180, or maybe making it look portrait with a pretend arcade box border - 240x320)</description> 
	  <imagelink>http://scratch.mit.edu/static/projects/tahrey/453945_sm.png</imagelink>
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    <item> 
      <title>chordguitar_v3.1.1[2]</title> 
      <link>http://scratch.mit.edu/projects/tahrey/453624</link> 
      <description>&lt;img src=&quot;http://scratch.mit.edu/static/projects/tahrey/453624_sm.png&quot; width=&quot;148&quot; height=&quot;111&quot; border=&quot;1&quot; alt=&quot;&quot; /&gt;This project plays six note chords, just like you can with a real guitar.  Each string is a separate sprite, and has a table that tells it which fret position to use for each chord, so you can change the chord fingerings.  The fingerings appear on the strings when you select different chords, with keys 1 to 6.  You strum the guitar with the space bar, or you can pluck individual notes with keys a,s,d,f,g,h.

extensively modded and some bits fixed - I can't claim any credt for the underlying code, which looks like a moment of genius by dpwe to me ... only what I've tweaked and what I've added on top. I look forward to maybe using a finished version to learn a bit more guitar past &quot;lesson 1&quot; which is about where I am.

now has provision for different instrument sounds (original just played piano), chord types (full, power, high), strum direction and speed, and improved mouse-strumming. it's getting a bit complex though and i'm having to resort to some fairly wierd code structures in order to keep everything relatively synchronised and responsive.

also this particular upload is still somewhat prototype - i haven't actually sorted out the delay and direction routines yet as im not 100% on how to make them work properly AND at a reasonable speed. anyone know how to make the delay slider broadcast notification that its been changed so i can properly pre-calculate the string timings? (may have to put a &quot;set delay&quot; button next to it, or make it respond to up/down cursors or something).

Also, I'm no master guitarist, but I have a feeling the fingerings I inherited from OhBoy aren't all that accurate ... it may have been that way with DPWE as well, I don't know. I'm gonna have to go look up some beginners guides and figure out which chords each of these are supposed to be. Maybe pick up the old acoustic in the corner I never got past the third chord with and see if they're even physically possible...</description> 
	  <imagelink>http://scratch.mit.edu/static/projects/tahrey/453624_sm.png</imagelink>
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    <item> 
      <title>ship demo 2</title> 
      <link>http://scratch.mit.edu/projects/tahrey/450514</link> 
      <description>&lt;img src=&quot;http://scratch.mit.edu/static/projects/tahrey/450514_sm.png&quot; width=&quot;148&quot; height=&quot;111&quot; border=&quot;1&quot; alt=&quot;&quot; /&gt;version 2

First attempt at getting a bit of control-reactive ship animation on the go. Nine states with two frames each - Up, Up+Right, Right, Down+Right etc plus neutral, with short and long flames. Some costumes are shared, as neutral's long flame becomes &quot;forwards&quot; short flame, and vice versa for backwards.

Use cursors to move, including diagonals.

Yeah, i know ships don't need to thrust continuously or bank in real space. This is game space :)

Later, i'll work on getting bullets working, and enemies, and a scrolling background, and deaths, and scoring, and lives, and sound... and we'll have ourselves a simple little space shooter like wot I once made on the ST :-)</description> 
	  <imagelink>http://scratch.mit.edu/static/projects/tahrey/450514_sm.png</imagelink>
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    <item> 
      <title>cacophany</title> 
      <link>http://scratch.mit.edu/projects/tahrey/450412</link> 
      <description>&lt;img src=&quot;http://scratch.mit.edu/static/projects/tahrey/450412_sm.png&quot; width=&quot;148&quot; height=&quot;111&quot; border=&quot;1&quot; alt=&quot;&quot; /&gt;lol

still playing and experimenting

go annoy someone with this

...............

DEMON BABY LOVE BALL

DEMON BABY GET VERY EXCITABLE WHEN BALL COMES NEAR

DEMON BABY GETS BORED WHEN BALL GOES AWAY

DEMON BABY IS HIGH FUNCTIONING SAVANT OBSESSED WITH QUOTING THE SQUARE ROOT OF BALLS DISTANCE FROM ITSELF

Also clicking makes ball start or stop drawing a magic line.

For some reason that last bit is a bit unreliable online but works fine offline. YMMV.

Also Scratch Project Notes Editor HAET pointy brackets, so you can't draw ascii hearts :(

Click the green flag to clear the pen trails.

Click red stop sign or move ball to lower right corner to MAKE IT STOP OH DEAR GOD MAKE IT STOP</description> 
	  <imagelink>http://scratch.mit.edu/static/projects/tahrey/450412_sm.png</imagelink>
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    <item> 
      <title>speed test</title> 
      <link>http://scratch.mit.edu/projects/tahrey/450357</link> 
      <description>&lt;img src=&quot;http://scratch.mit.edu/static/projects/tahrey/450357_sm.png&quot; width=&quot;148&quot; height=&quot;111&quot; border=&quot;1&quot; alt=&quot;&quot; /&gt;PLEASE POST YOUR RESULTS!
Include:
Online or Offline
Browser type &amp; version
CPU type and speed
Time elapsed
Execution speed
Whether anything else was running.
Do 2 or 3 runs if you have the patience - I got fairly variable results (+/- a good 3 Hz) on the same CPU &amp; browser.
Particularly I want to see if the CPU affects it much, or if it's purposely limited inside the interpreter engine. A 3.4Ghz quad-core i7 running at 100Hz while an old 1.1 Celeron can only muster 10Hz will have a definite impact on how widely usable more complex programs will be (and how much we can expand in future)

trying to find out how fast the different interpreters run at. the offline editor appears to go at a rather strange 38.7Hz on my office PC (not sure if that's a CPU limit, or something built-in) both for loops and for sprite movements (which on that evidence I guess are &quot;cost free&quot;).... what speed does it go at on the website?

(this shifts an invisible sprite by 9600 pixels - i.e. back and forth across the whole width of 20 lines. each time it hits the side it plays a drum note, when it's finished it plays a longer piano note and displays the time taken. divide 9600 into the displayed time to work out the movement / cycle speed / framerate)

This version now gives a better instruction lead in and a fully loquatious readout of both elapsed time and processing speed at the end, and both times and calculates more accurately.

Takes a while to get going and not exactly graphically lush, but you'll only have to run it once per PC and it's supposed to be as sparse as possible to get the best possible score - it's supposed to be a guide to the HIGHEST speed you can reasonably expect from the Scratch processor. I'd be very lucky to see 30+Hz for some of the other projects I've done here...</description> 
	  <imagelink>http://scratch.mit.edu/static/projects/tahrey/450357_sm.png</imagelink>
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    <item> 
      <title>oldskool silliness</title> 
      <link>http://scratch.mit.edu/projects/tahrey/450275</link> 
      <description>&lt;img src=&quot;http://scratch.mit.edu/static/projects/tahrey/450275_sm.png&quot; width=&quot;148&quot; height=&quot;111&quot; border=&quot;1&quot; alt=&quot;&quot; /&gt;This one goes out to my oldskool demoscene peeps.

Not that I have any, but y'know. Respek.

I just wanna see how fast and smooth this runs online, because the offline editor is making a right hash of it. Getting about 6 fps right now, with no delays progammed in - it's setup to run &quot;as fast as possible&quot;. Pretty sure you could have this running better on an old 8mhz 68000 system :D

Add your own squarewave chiptunes over the top and just imagine the gr33tz scroller for now.
To come if I get bored: Blurpy background music and one of those fake graphical equaliser displays you always used to get.

If you hang on a while the background colour cycling gets a bit more obvious.

SINECAT IS SINUOUS</description> 
	  <imagelink>http://scratch.mit.edu/static/projects/tahrey/450275_sm.png</imagelink>
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    <item> 
      <title>quick nonsense</title> 
      <link>http://scratch.mit.edu/projects/tahrey/449217</link> 
      <description>&lt;img src=&quot;http://scratch.mit.edu/static/projects/tahrey/449217_sm.png&quot; width=&quot;148&quot; height=&quot;111&quot; border=&quot;1&quot; alt=&quot;&quot; /&gt;made to demonstrate how quick &amp; easy it is to chuck somethign together in scratch for someoneit's supposed to be awful :D but the important thing is that it took next to no effort</description> 
	  <imagelink>http://scratch.mit.edu/static/projects/tahrey/449217_sm.png</imagelink>
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    <item> 
      <title>sick cat v0.13</title> 
      <link>http://scratch.mit.edu/projects/tahrey/449130</link> 
      <description>&lt;img src=&quot;http://scratch.mit.edu/static/projects/tahrey/449130_sm.png&quot; width=&quot;148&quot; height=&quot;111&quot; border=&quot;1&quot; alt=&quot;&quot; /&gt;Oh noes! First the credit crunch hit, forcing you to move to a one-room hovel in Toonland and power your appliances with bootleg Scream™... and now your toonified cat has eaten a rat that was several days past its best and has become ill!

You've taken a quick trip to the pet store and got a syringe and as many vials of anti-emetic as you could afford... that is... five. Problem is, it doesn't seem that'll be enough. Still, if it delays the inevitable until you've digested enough of your own lunch, it's better than nothing.

It's not all bad though... when kitty gets really bad, and starts deleriously spinning REALLY FAST, it also starts screaming in pain. Are you cruel enough to keep it in this state long enough to top off your canister for an all-night YouToon binge? You bet you are!

Controls are very simple. Click to administer a shot of medicine. The game is one of brinksmanship, reaction times, and being accurate at clicking just before the cat is finally ill.
You get 3 points per &quot;yelp&quot; when you have medicine left, and 1 point when you haven't. Just because.
Similarly, every injection also loses you 20 points regardless of whether there's medicine left. I maybe should have thought about this, given that it would make the cat scream more...

This is my first go at making some lunatic thing with Scratch. It started out as a simple 10 PRINT HELLO, 20 GOTO 10 thing (which is why the cat is so chatty), but has quickly gotten out of hand. Feel free to copy and remix it as you like. Just be careful of the coding - the same random putting-together of blocks (with no reference to any kind of manual or tutorial) that has created this &quot;game&quot;'s unique &quot;style&quot; and &quot;theme&quot; (pffft) also means that ALL of the code is contained in a SINGLE long script attached to the default cat sprite. So it's slow and difficult to edit... at least for me on a 1.8 celly (a 1.7 Pentium-M is a bit better). Ho hum.

Does go to show however that ANY old idiot can make something moderately impressive with this awesome tool.

v0.13 now comes with graphical scream and dizziness meters and some further graphical / audio coding tweaks. Considering maybe changing a couple details of how the scoring works but otherwise this may as well go straight to v1.0 at the next update :D</description> 
	  <imagelink>http://scratch.mit.edu/static/projects/tahrey/449130_sm.png</imagelink>
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