I made a game

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I made a game

Post by CX gamer » Mon Aug 06, 2007 10:18 am

In my ealy days, I made a game...
I forgot all about it, and it's not yet finished (3 levels)
But shotwinner said that I should upload it...
The game is completely drawn by hand,
and if you like, sent me your levels!
block dude.swf - 1.47MB

(There is a debug option, press the down-key to hover)
(And enter is replaced by space)
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Arkannine wrote:Mexico is the only country in the world in which Mexicans are born.
[Full story]

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Post by shotwinner » Mon Aug 06, 2007 11:16 am

nice game cx :)

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Post by CX gamer » Mon Aug 06, 2007 11:20 am

I know... I'm just great!
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Arkannine wrote:Mexico is the only country in the world in which Mexicans are born.
[Full story]

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Re: I made a game

Post by atomtengeralattjaro » Mon Aug 06, 2007 11:45 am

CX gamer wrote: block dude.swf - 1.47MB
woaaaa this looks awesome!! really, its cewl,u should improve it!
Ivokyuftaf6666 wrote:
Sun Oct 20, 2019 5:22 pm
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Post by CX gamer » Mon Aug 06, 2007 12:08 pm

Can you draw something then...?
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Arkannine wrote:Mexico is the only country in the world in which Mexicans are born.
[Full story]

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Post by atomtengeralattjaro » Mon Aug 06, 2007 1:49 pm

but what? a level?
Ivokyuftaf6666 wrote:
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Post by Yuryeong » Mon Aug 06, 2007 2:34 pm

I can draw if you want...

Hey, to move the switch is not enter is space...

You are a great programmer...

Maybe I'll show my tetris to you: Yuyutetris!!!!
I wrote:Hey, you! Why you keep calling yourself "I"???

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Post by CX gamer » Mon Aug 06, 2007 4:45 pm

Yuryeong the freshmaker! :D
I have to admit, I'm impressed...
What language is it in? For MS-DOS...
Score: 150 :(
I KNOW I SUCK!
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Arkannine wrote:Mexico is the only country in the world in which Mexicans are born.
[Full story]

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Post by Yuryeong » Mon Aug 06, 2007 5:03 pm

I did in Pascal...
I think is better than C++, but I dunno how to do a win32 tetris...
But I know how to do a Win32 Notepad in Pascal...
I wrote:Hey, you! Why you keep calling yourself "I"???

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Post by CX gamer » Mon Aug 06, 2007 5:05 pm

Teach me plz! Pascal is one of the few languages I don't know!
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Post by Yuryeong » Mon Aug 06, 2007 6:04 pm

Well...

Its hard to explain in the forum, but tell what you want to do I pass the code...

Ow, the tetris language have 700 lines...
I wrote:Hey, you! Why you keep calling yourself "I"???

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Post by CX gamer » Mon Aug 06, 2007 6:11 pm

Copy/paste!
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Post by shotwinner » Mon Aug 06, 2007 7:30 pm

go cx go cx need more games plz

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Post by CX gamer » Mon Aug 06, 2007 8:13 pm

Yes... Yes... MOre games tomorrow...
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Post by atomtengeralattjaro » Mon Aug 06, 2007 8:31 pm

what to draw?? I wanna draw (I can't but it gives the style of it)
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Post by Yuryeong » Mon Aug 06, 2007 8:54 pm

Program tetris;



Const

HEIGHT = 20; // Altura do grid (área interna, sem contar as bordas)
HeightPlusOne = 21; // Altura do grid + 1
WIDTH = 11; // Largura do grid (área interna, sem contar as bordas)
WidthPlusOne = 12; // Largura do grid + 1

LEFT = -1; // Identificação dos movimentos horizontais
RIGHT = 1; // (utilizado na chamada ao procedure move)



Type

T_coordinate = record // Coordenada cartesiana (x,y)
x : integer;
y : integer;
end;

T_objgrid = array[1..4, 1..4] of boolean; // Forma de peças. Constituida por uma array bidimensional
// de 4x4 do tipo boolean. Por exemplo, a forma da peça "L"
// é representada da seguinte maneira: 0 0 1 0
// 1 1 1 0
// (0 = FALSE, 1 = TRUE) 0 0 0 0
// 0 0 0 0

T_grid = record // Informações sobre um ponto do grid, se ele está
status : boolean; // preenchido ou não (status) e de que cor ele está
color : integer; // preenchido, se for o caso.
end;

T_object = record // Peças.
pos : T_coordinate; // posição
cell : T_objgrid; // formato
size : integer; // tamanho (ver comentário abaixo)
color : integer; // cor
end;



{ Quanto ao tamanho das peças, existem peças de 4x4 (size=4) e de 3x3 (size=3). No
caso das de 4x4, o eixo de rotação é bem no meio da array. Exemplo (retângulo):

| | | | |
0 1 0 0 -> 0 0 0 0 -> 0 0 1 0 -> 0 0 0 0 -> 0 1 0 0
_ 0 1 0 0 _ -> _ 1 1 1 1 _ -> _ 0 0 1 0 _ -> _ 0 0 0 0 _ -> _ 0 1 0 0 _
0 1 0 0 -> 0 0 0 0 -> 0 0 1 0 -> 1 1 1 1 -> 0 1 0 0
0 1 0 0 -> 0 0 0 0 -> 0 0 1 0 -> 0 0 0 0 -> 0 1 0 0
| | | | |

Já nas peças de 3x3, o eixo de rotação é na célula (2,2). Exemplo ("L"):

| | | | |
0 0 0 0 -> 1 0 0 0 1 1 1 0 0 1 1 0 0 0 0 0
- 0 0 1 0 - -> - 1 0 0 0 - -> - 1 0 0 0 - -> - 0 0 1 0 - -> - 0 0 1 0 -
1 1 1 0 -> 1 1 0 0 -> 0 0 0 0 -> 0 0 1 0 -> 1 1 1 0
0 0 0 0 -> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
| | | | |

Repare que a estrutura utilizada para representar as formas de 4x4 e de 3x3 é a
mesma, uma array bidimensional de 4x4. Contudo, nas peças de 3x3, existem 7
células (as da última coluna e as da úllima linha) que são inutilizadas. }



Var

grid : array[0..WidthPlusOne, 0..HeightPlusOne] of T_grid; // Grid (incluindo bordas)
obj : T_object; // Peça caindo no grid
next : T_object; // Próxima peça (fixa)

level : integer; // Nível em que se encontra o jogador
score : integer; // Pontuação

cycle : record
freq : integer; // Intervalo entre decaimentos da peça.
status : integer; // Tempo decorrido desde último decaimento.
step : integer; // Tempo entre ciclos de execução. É a cada ciclo o programa
// checa se o usuário pressionou alguma tecla.
end; // (medidas em milisegundos)

orig : T_coordinate; // Origem - posição do canto superior esquerdo do grid na tela.
gameover : boolean; // O jogo acabou?
quit : boolean; // O usuário deseja sair do jogo?

i, j : integer; // Contadores
c : char; // Variavel auxiliar (recebe input)






{ ------------------------------------------------------------------
Procedure Xclrscr: Fornecidos 4 pontos x1, y1, x2, y2, limpa uma
área na tela equivalente ao retângulo de vértices superior
direito = (x1, y1) e inferior esquerdo = (x2, y2).

Equivale a: window( x1, y1, x2, y2 );
clrscr;
------------------------------------------------------------------ }

Procedure Xclrscr( x1, y1, x2, y2 : integer );

Var x, y : integer;

Begin
for y := y1 to y2 do
begin
gotoxy(x1, y);
for x := x1 to x2 do
write(' ');
end;
End;



{ ------------------------------------------------------------------
Function shock: Verifica se a peça está livre para mover-se
horizontalmente xmov unidades e verticalmente ymov unidades.
------------------------------------------------------------------ }

Function shock( xmov, ymov : integer ): boolean;

Var i, j : integer;
return : boolean;

Begin
gotoxy(1,1);
return := FALSE;
for i := 1 to 4 do
for j := 1 to 4 do
if (obj.cell[i,j])
and (obj.pos.x + i + xmov >= 0)
and (obj.pos.x + i + xmov <= WIDTH+1)
and (grid[obj.pos.x+i+xmov, obj.pos.y+j+ymov].status) // esta condição precisa aparecer por último!
then return := TRUE;
shock := return;
End;



{ ------------------------------------------------------------------
Procedure rotate: Roda a peça no sentido horário, se possível.
------------------------------------------------------------------ }

Procedure rotate;

Var i, j : integer;
old : T_objgrid;

Begin
for i := 1 to 4 do
for j := 1 to 4 do
old[i,j] := obj.cell[i,j];

for i := 1 to obj.size do
for j := 1 to obj.size do
obj.cell[i,j] := old[j,obj.size+1-i];

if (shock(0,0)) then
for i := 1 to 4 do
for j := 1 to 4 do
obj.cell[i,j] := old[i,j];
End;



{ ------------------------------------------------------------------
Procedure move: Move a peça para a direita ou para a esquerda,
se possível.
------------------------------------------------------------------ }

Procedure move( xmov : integer );

Begin
if (not shock(xmov, 0))
then obj.pos.x := obj.pos.x + xmov;
End;



{ ------------------------------------------------------------------
Procedure consolidate: Prende a peça ao local onde ela se
encontra. Após isso, a peça perde seu status de peça e passa a
ser apenas parte do grid. Este procedimento é chamado quando a
peça chega ao fundo do grid, ou encontra com outra abaixo dela.
------------------------------------------------------------------ }

Procedure consolidate;

Var i, j : integer;

Begin
for i := 1 to 4 do
for j := 1 to 4 do
if (obj.cell[i,j]) then
begin
grid[obj.pos.x+i, obj.pos.y+j].status := TRUE;
grid[obj.pos.x+i, obj.pos.y+j].color := obj.color;
end;
End;



{ ------------------------------------------------------------------
Procedure checklines: Checa se alguma linha do grid foi
completada. Se sim, apaga o conteudo dela, trazendo todas as
linhas acima para baixo (as linhas que estão acima da que foi
completada 'caem'). Também recalcula o score, o level e o
cycle.freq.
------------------------------------------------------------------ }

Procedure checklines;

Var i, j, down : integer;
LineCleared : boolean;

Begin
down := 0;

for j := HEIGHT downto 1 do
begin
LineCleared := TRUE;

for i := 1 to WIDTH do
if not (grid[i,j].status)
then LineCleared := FALSE;

if (LineCleared)
then
begin
down := down + 1;
score := score + 10;
end
else
for i := 1 to WIDTH do
begin
grid[i,j+down].status := grid[i,j].status;
grid[i,j+down].color := grid[i,j].color;
end;
end;

level := score div 200;
cycle.freq := trunc( 500 * exp(level*ln(0.85)) );
textcolor(YELLOW);
gotoxy( orig.x + (WIDTH+2)*2 + 18, orig.y + 15 );
write(level);
gotoxy( orig.x + (WIDTH+2)*2 + 30, orig.y + 15 );
write(score);
End;



{ ------------------------------------------------------------------
Procedure hideobj: esconde a peça da tela.
------------------------------------------------------------------ }

Procedure hideobj( obj : T_object );

Var i, j : integer;

Begin
for i := 1 to 4 do
for j := 1 to 4 do
if (obj.cell[i,j]) then
begin
gotoxy( orig.x + (obj.pos.x + i) * 2, orig.y + obj.pos.y+j );
write(' ');
end;
gotoxy( orig.x, orig.y );
End;



{ ------------------------------------------------------------------
Procedure drawobj: desenha a peça na tela.
------------------------------------------------------------------ }

Procedure drawobj( obj : T_object );

Var i, j : integer;

Begin
textcolor(obj.color);
for i := 1 to 4 do
for j := 1 to 4 do
if (obj.cell[i,j]) then
begin
gotoxy( orig.x + (obj.pos.x + i) * 2, orig.y + obj.pos.y + j );
write(#219, #219);
end;
gotoxy( orig.x, orig.y );
End;



{ ------------------------------------------------------------------
Procedure refresh: redesenha todo o grid na tela.
------------------------------------------------------------------ }

Procedure refresh;

Var i, j : integer;

Begin
for i := 0 to WIDTH+1 do
for j := 0 to HEIGHT+1 do
begin
gotoxy( orig.x + 2*i, orig.y + j );
if (grid[i,j].status)
then
begin
textcolor(grid[i,j].color);
write(#219, #219);
end
else
write(' ');
end;
gotoxy( orig.x, orig.y );
End;



{ ------------------------------------------------------------------
Procedure createtgt: pega a peça já gerada anteriormente que está
na caixa "next" (variável next) e a transforma na peça atual.
Depois, gera nova peça randomicamente, posicionando-a na caixa
"next".
------------------------------------------------------------------ }

Procedure createtgt;

Var i, j : integer;

Begin

hideobj(next);
obj := next;

obj.pos.x := WIDTH div 2 - 2;
obj.pos.y := 0;

next.pos.x := WIDTH + 4;
next.pos.y := 6;

for i := 1 to 4 do
for j := 1 to 4 do
next.cell[i,j] := FALSE;

case random(7) of
0: begin // Quadrado
next.cell[2,2] := TRUE;
next.cell[2,3] := TRUE;
next.cell[3,2] := TRUE;
next.cell[3,3] := TRUE;
next.size := 4;
next.color := WHITE;
end;
1: begin // Retangulo
next.cell[2,1] := TRUE;
next.cell[2,2] := TRUE;
next.cell[2,3] := TRUE;
next.cell[2,4] := TRUE;
next.size := 4;
next.color := LIGHTRED;
end;
2: begin // "L"
next.cell[3,2] := TRUE;
next.cell[1,3] := TRUE;
next.cell[2,3] := TRUE;
next.cell[3,3] := TRUE;
next.size := 3;
next.color := LIGHTGREEN;
end;
3: begin // "L" invertido
next.cell[1,2] := TRUE;
next.cell[1,3] := TRUE;
next.cell[2,3] := TRUE;
next.cell[3,3] := TRUE;
next.size := 3;
next.color := LIGHTBLUE;
end;
4: begin // "S"
next.cell[2,2] := TRUE;
next.cell[2,3] := TRUE;
next.cell[3,1] := TRUE;
next.cell[3,2] := TRUE;
next.size := 4;
next.color := LIGHTCYAN;
end;
5: begin // "Z"
next.cell[2,2] := TRUE;
next.cell[2,3] := TRUE;
next.cell[3,3] := TRUE;
next.cell[3,4] := TRUE;
next.size := 4;
next.color := LIGHTMAGENTA;
end;
6: begin // "T"
next.cell[1,2] := TRUE;
next.cell[2,1] := TRUE;
next.cell[2,2] := TRUE;
next.cell[2,3] := TRUE;
next.size := 3;
next.color := LIGHTGRAY;
end;
end;

drawobj(next);

End;



{ ------------------------------------------------------------------
Procedure prninfo: imprime as informações presentes ao lado
do grid (contorno da caixa "next" e comandos do jogo).
------------------------------------------------------------------ }

Procedure prninfo( xpos, ypos : integer );

Begin

// window( xpos, ypos, 80, 40 );
Xclrscr( xpos, ypos, 80, 24 );
textcolor(WHITE);

gotoxy( xpos, ypos+0 );
write(#218, #196, #196, ' Next ', #196, #196, #191);
gotoxy( xpos, ypos+1 );
write(#179, ' ', #179);
gotoxy( xpos, ypos+2 );
write(#179, ' ', #179);
gotoxy( xpos, ypos+3 );
write(#179, ' ', #179);
gotoxy( xpos, ypos+4 );
write(#179, ' ', #179);
gotoxy( xpos, ypos+5 );
write(#179, ' ', #179);
gotoxy( xpos, ypos+6 );
write(#179, ' ', #179);
gotoxy( xpos, ypos+7 );
write(#192, #196, #196, #196, #196, #196, #196, #196, #196, #196, #196, #217);
textcolor(YELLOW);
gotoxy( xpos, ypos+10 );
write(' Level: 0 Score: 0');
textcolor(WHITE);
gotoxy( xpos, ypos+13 );
write('By Yuryeong');
gotoxy( xpos, ypos+14 );
write(' The fresh maker');
gotoxy( xpos, ypos+16 );
write('[email protected]');

// window( xpos+17, ypos+1, 80, 40 );
gotoxy( xpos+17, ypos+1 );
write('Controles:');
gotoxy( xpos+17, ypos+2 );
write(' Mover : [setas]');
gotoxy( xpos+17, ypos+3 );
write(' Girar : [space]');
gotoxy( xpos+17, ypos+4 );
write(' Cair : [enter]');
gotoxy( xpos+17, ypos+5 );
write(' Pausa : "P"');
gotoxy( xpos+17, ypos+6 );
write(' Sair : [esc]');
// window(1,1,80,40);

End;



{ ------------------------------------------------------------------
Procedure prnGameover: imprime mensagem de "game over" ao lado
do grid.
------------------------------------------------------------------ }

Procedure prnGameover( xpos, ypos : integer );

Begin

// window( xpos, ypos, 80, 40 );
Xclrscr( xpos, ypos, 80, 24 );
textcolor(WHITE);

gotoxy( xpos, ypos+2 );
writeln(' * * * FIM DE JOGO * * *');
gotoxy( xpos, ypos+6 );
write('Deseja iniciar um ');
textcolor(LIGHTRED);
write('N');
textcolor(WHITE);
write('ovo jogo ou ');
textcolor(LIGHTRED);
write('S');
textcolor(WHITE);
write('air?');
// window( 1, 1, 80, 40 );

End;






{ ------------------------------------------------------------------
PROGRAMA PRINCIPAL
------------------------------------------------------------------ }

Begin

randomize;

orig.x := 2;
orig.y := 2;

clrscr;
gotoxy( orig.x + (WIDTH+2)*2 + 5, orig.y + 1 );
textcolor(WHITE);
write('> > > YUYUTetris!!!! < < <');

repeat

prninfo( orig.x + (WIDTH+2)*2 + 4, orig.y + 5 );

for i := 0 to WIDTH+1 do // Preenche todo o grid (inclusive bordas)
for j := 0 to HEIGHT+1 do
begin
grid[i,j].status := TRUE;
grid[i,j].color := DARKGRAY;
end;

for i := 1 to WIDTH do // Esvazia área interna do grid (deixando apenas
for j := 1 to HEIGHT do // as bordas preenchidas)
grid[i,j].status := FALSE;

refresh;

gameover := FALSE;
quit := FALSE;
cycle.freq := 500;
cycle.step := 50;
cycle.status := 0;
score := 0;
createtgt;
createtgt;
refresh;

while not (gameover or quit) do
begin

if (keypressed) then // Se o usuário pressionou uma tecla (keypressed = TRUE),
begin // é preciso agir de acordo com o comando correspondente.

case upcase(readkey) of
#0: case (readkey) of
#75: begin // seta para esquerda
hideobj(obj);
move(left);
drawobj(obj);
end;
#77: begin // seta para direita
hideobj(obj);
move(right);
drawobj(obj);
end;
#80: cycle.status := 0; // seta para baixo
end;
#13: begin // [enter]
while (not shock(0,1)) do
obj.pos.y := obj.pos.y + 1;
cycle.status := 0;
end;
#27: quit := TRUE; // [esc]
#32: begin // espaço
hideobj(obj);
rotate;
drawobj(obj);
end;
'P': begin
textbackground(LIGHTGRAY);
for i := 1 to WIDTH do
for j := 1 to HEIGHT do
begin
gotoxy( orig.x + 2*i, orig.y + j );
write(' ');
end;
textbackground(BLACK);
textcolor(LIGHTGRAY);
gotoxy( orig.x + WIDTH - 2, orig.y + HEIGHT div 2 - 1 );
write(' ');
gotoxy( orig.x + WIDTH - 2, orig.y + HEIGHT div 2 );
write(' PAUSE ');
gotoxy( orig.x + WIDTH - 2, orig.y + HEIGHT div 2 + 1 );
write(' ');
gotoxy( orig.x, orig.y );
repeat
c := upcase(readkey);
until (c = 'P') or (c = #27);
if (c = #27) then quit := TRUE;
refresh;
drawobj(obj);
end;
end;
end;

if (cycle.status < cycle.step) then // Já está na hora de fazer um decaimento?
begin // Se sim...
hideobj(obj); // esconde peça
if (shock(0,1))
then
begin // Se a peça não pode mover-se para baixo:
consolidate; // ancora a peça
checklines; // checa por linhas completadas
refresh; // redesenha todo o grid
createtgt; // cria nova peça
if shock(0, 0) then gameover := TRUE; // caso já não haja espaço no grid para essa nova peça,
end // o jogo está acabado
else // Se a peça pode mover-se para baixo:
obj.pos.y := obj.pos.y + 1; // move a peça para baixo
drawobj(obj); // desenha peça
end;

cycle.status := (cycle.status + cycle.step) mod cycle.freq;
delay(cycle.step);

end;

if (quit) then break;

prnGameover( orig.x + (WIDTH+2)*2 + 4, orig.y + 5 );
repeat
c := upcase(readkey);
until (c = 'N') or (c = 'S');

until (c = 'S');

clrscr;
gotoxy( 25, 12 );
textcolor(WHITE);
write('Pressione [ENTER] para sair . . .');

End.
I wrote:Hey, you! Why you keep calling yourself "I"???

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Post by CX gamer » Tue Aug 07, 2007 5:32 am

Looks like BASIC...
I'm going to learn that!
Online tutorial! I'm back in a month...
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Post by Yuryeong » Tue Mar 25, 2008 10:32 pm

Waiting...
I wrote:Hey, you! Why you keep calling yourself "I"???

JKL;!!!!!
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Post by JKL;!!!!! » Tue Mar 25, 2008 11:14 pm

a month has passed...
2...
3...
4...
5...
6...
7...
8...
9...

Yuryeong
ASDF High Priest
ASDF High Priest
Posts: 2906
Joined: Fri Jul 20, 2007 9:02 pm
Location: In my house
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Post by Yuryeong » Tue Mar 25, 2008 11:16 pm

Cx is too Slow :o
I wrote:Hey, you! Why you keep calling yourself "I"???

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