Tuesday, 26 February 2008

Factor formulae

Yes...it was inevitable that I was going to write about maths at some point :P !

Anyway, I've just finishes my third Pure Maths module! My problem is, however, that, while I have managed to commit most of the material to memory, there are four identities called 'factor formulae' which seem to be causing me some problems. Basically, I simply cannot think of a good mamory aid for them! If you can think of one, please tell me.

Also, if you have no idea what I'm talking about, here are those factor formulae:

sin P + sin Q ≡ 2 sin[(P + Q)/2] cos[(P - Q)/2]
sin P - sin Q ≡ 2 cos[(P + Q)/2] sin[(P - Q)/2]
cos P + cos Q ≡ 2 cos[(P + Q)/2] cos[(P - Q)/2]
cos P - cos Q ≡ -2 sin[(P + Q)/2] sin[(P - Q)/2]

Any advice???

Saturday, 23 February 2008

AARGH

Programming those random effect generators for Level 16 is HARD! I have, however, managed to succeed, after quite a bit of hard work. In adition, I've managed to add shadows to make them look more 3-D.

Well, at least that bit of the programminng's out of the way, and I can FINALLY make a start on the easier bits of Level 16!

Wednesday, 20 February 2008

GREAT NEWS!!!

Now, I wasn't expecting this, but....I'VE RECRUITED SOMEONE!!!!!!!

" Hey, I would be grateful to join your alliance.

1. Nation Name: Jlavia
2. Nation Ruler: Count Jlaved
3. Link to nation: http://www.cybernations.net/nation_drill_d...ation_ID=206824
4. Past Alliances: n/a
5. CN Forum Name: n.a
6. Recruited By: KingsIndian
7. Colour: White"

It's great to know that I'm doing something useful for TOOL and for Count J, whom I wish the best of luck in the first phase of his time on Cyber Nations.

Monday, 18 February 2008

Pathfinder update 1

I've decided that I'll now be using this blog to post updates to my new game, Pathfinder. This is an isometric game which I'm currently making using Game Maker 7.0.

So, here's what I've done today:
  1. I've improved some of the tiles and the 'Help' icon to make them look more realistic.
  2. I've programmed in the 'random effect' towers which first appear in Level 16.
  3. I've made the 'falling block' motion (when the player falls off the edge of the path) more realistic. This makes the game quite a bit harder, so to compensate, I've removed of the tiles which made certain levels harder, as well as slowing down the moving squares.
If this post means nothing to you, you can take a look at what I've done so far here. I hope you like it, and you stay tuned for more updates!

-KingsIndian

Saturday, 16 February 2008

Welcome!

Welcome to the Daily Knight! This is a new blog which I can't really be bothered to write a description of, but I'm hoping its purpose will soon become clear to you.

Anyway, for those of you who don't know me, I'm Chris, also known as KingsIndian. I'm ¾ English and ¼ Norwegian, and my interests include railways, Formula One and chess, although you can also expect me to post the odd entry on maths or politics from time to time.

So, why not take a look at the links? So far we've got the Chess Resources Forum (a forum which I run, and which has various extra features such as an arcade with high scores), Cyber Nations (a nation simulation MMORPG I like to play), and The Order of Light (the alliance I'm a part of within Cyber Nations).

Anyway, until tommorrow, seeya!

-KingsIndian