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Fortran older than one year ago

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Posted by Fortran Feb 03 2014 08:39 GMT in Slipknot
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Posted by Fortran Jan 30 2014 05:55 GMT in Francis
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Fallen Shade

Fortran
LoveAndApe.PNG

Posted by Fortran Jan 25 2014 23:03 GMT in betalands
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Come on be realitsic, your shitty implementation of "pathing" tiles doesn't work at all. Considering the dawn of custom items, I really think it's about time you add scripting. I think (probably your own implementation of) Scratch would be ideal for this. It's very simple to learn (even children use it), would work great on touch-devices, goes with the philosphy of everything being physical blocks, and would be extremely easy for you to control how programs are written so nothing malicious could be written. I believe this is pretty much the only course of action that can be taken without simply adding more dysfunctional tiles that work differently depending on your browser, ISP, location, and history of sexual activity.

My personal idea is the player can write a script by making a "script room", which works like a normal level. Everyone in a script room is in god mode (can't die, can fly). In here, the owner (or people the owner allows) can use bits/blocks specifically designed for your language. Bits can give or recieve a boolean signal, as well as interact with the world and the entity it's supposed to control. You could have a "turn left/right" bit, a "look in front of self" bit, a "change sprite" bit, a conditional bit, etc., and of course a "start" bit to get it running. After the script has been completed, the player can make a custom item as usual, only they could have the option of applying a script to it from one of their script rooms.

This is just how I'd see it, not sure what you would think of personally, or if anyone else has ideas. Please consider this.

lain
JS sandbox with http://repl.it 's code or something similar, plus your suggestion.
Best way to satisfy everyone.
Gold Prognosticus
Totally remaking Interactive Franis in Betalands if this happens.
Nerr *spins around*

Posted by Fortran Jan 13 2014 15:32 GMT in Lucky Star
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you can only post in this board now

Francis
how do i lucky star
Ignorant
a shit

Posted by Fortran Jan 11 2014 23:44 GMT in Nickelodeon Fit
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Fallen Shade
toes
MM


?
Posted by Fortran Jan 03 2014 19:58 GMT in Aladdin Magic Racer
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Fallen Shade
I'd play it
Super-Claus
dibs on jafar

Posted by Fortran Dec 25 2013 14:23 GMT in Halloween
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Super-Claus
close enough
Fallen Shade
Happy Halloween to you too

Posted by Fortran Dec 13 2013 06:45 GMT in digi.vg
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.VG wants $200 to keep digi.vg up. I bet if we all pitch in with enough money, we can make that $200 to renew digi.vg and keep the site we all love and cherish and use daily! Come on guys we can do this!

MM
lol
Super-Claus
I've got 5 dollars
oh wait no I dont
I spent all my money on betalands microtransactions

Posted by Fortran Nov 30 2013 09:24 GMT
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Fallen Shade

Ignorant

Mean_Bean_Machine_-_Coconuts_lost.jpg


Posted by Fortran Nov 29 2013 08:54 GMT in Nintendo News
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Carpaccio
Influential man. Can't believe it.
lain

mole wearing a hat

mole wearing a hat


Posted by Fortran Nov 06 2013 07:07 GMT in We Wish You A Merry Christmas
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MM
get off *crag*
Fortran
that's weird it was working before

Posted by Fortran Oct 31 2013 20:01 GMT in Halloween
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Fortran
tumblr_mvjsueylp81rpiigco1_500.gif
Fortran
I SAID IT'S OVER GO HOME
tumblr_mvl448FTHF1qg5e45o1_500.gif

JacobDaGun

Eh...

Fallen Shade
marijuana

.
Posted by Fortran Oct 23 2013 20:53 GMT in House M.D.
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Posted by Fortran Oct 23 2013 07:09 GMT
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A Seinfeld Season 1 DVD Boxset In Time

On a negative and horrendious morning, Fortran sat somewhere off the coast of the jersey shore watching Watamote and masturbating. It was Valentine's Day and he was all alone. His entire body ached in sorrow for the secret love that he could never share. How could he expect Doopress to love someone with an angry everything?

Using their disfigured hands, he began to recite a poem he had composed. "Ah, my love is like a probably false incorrect old computer found outside with an active hornet's nest in it, all on a summer's day. I wish my Doopress would touch me, in her own tired way..."

"Do you?" Doopress sat down beside Fortran and put her hand on Fortran's feces. "I think that could be arranged."

Fortran gasped with extreme difficulty and frustration. "But what about my angry everything?"

"I like it," Doopress said with just enough willpower. "I think it's blessed by the name of our one and only savior Jesus Christ."

They came together and their kiss was like a youtube comment from 2007.

"I love you," Fortran said angrily.

"I love you too," Doopress replied and touched him.

They bought a Francis, moved in together, and lived horribly ever after.

Super-Claus
fanfiction auto generator strikes again
FireYoshi

http://t3.gstatic.com/images?q=tbn:ANd9GcQRCUwaXQtxhowTI9ljM6TIcb-rES7IrrW8q8UFjAAyNRoih5znYjYmhmXs


Posted by Fortran Oct 22 2013 04:37 GMT in Castlevania II: Simon's Quest
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Castlevania II: Simon's Quest, known in Japan as Doki Doki Dracula (ドラキュラII 呪いの封印 Dorakyura Tsū: Noroi no Fūin?, lit. "Dracula II: The Seal of the Curse"), is an action-adventure role-playing platform game produced by Konami.[8] It was originally released for the Family Computer Disk System in Japan 1987 and for the Nintendo Entertainment System in North America in 1988. It is the second Castlevania title released for the NES, following the original Castlevania. Set sometime after the events of the first installment,[9] the player once again assumes the role of vampire hunter Simon Belmont, who is on a journey to undo a curse placed on him by Dracula at the end of their previous encounter. With Dracula's body split into five parts after his defeat, Simon must find and bring them to the ruins of his castle to seal and defeat him.[10]

Gameplay

The gameplay departs from the standard platforming genre of the first Castlevania for a game more similar to the nonlinear gameplay of Metroid, with several RPG elements such as a world map which the player is free to explore and revisit.[11][12][13] Simon, controlled by the player, can talk with townspeople who will offer him clues or lies.[12] He can also go to merchants who will sell items, either for fighting enemies or for traversing to unreachable areas. In order to pay for them, he must collect hearts, which are dropped by defeated enemies.[12][14] In addition to the ordinary items in Simon's inventory, he can also purchase new whips in a few locations of the game. He begins with a standard Leather Whip, and can upgrade to stronger ones with each new purchase.[14][15]Simon's Quest introduces an Experience Rating system, also found in role-playing games, which is increased by collecting hearts.[12][14] After he finds a sufficient amount, his level and maximum health will increase with his Experience Rating.[12][12]

The period of time in Simon's Quest can change between daytime and nightfall,[15] which has a prominent effect on the game and Simon's encounters. During the day, the enemies outside of towns in the game are less frequent and weaker. At night time, they appear more often and inflict more damage to Simon's life points,[15] though when defeated, they drop more hearts.[12][14] The townspeople and merchants in their respective locations are no longer available to talk to during night time, and are replaced by zombies.[15][16]

Despite the departure from the previous game, there are elements from it that have remained.[17] This includes the Magic Weapons, which are secondary weapons to Simon's whip. Each of them have a different use.[14] Like most games in the series, some of these require the usage of hearts. One of them returning from Castlevania is the Holy Water, a small glass which can disintegrate walls that conceal hidden items.[14] Some Magic Weapons make their first appearance in Simon's Quest, such as the Diamond, which attacks enemies while bouncing off any surrounding walls.[14]

The objective of the game is to travel to the five mansions to find the body parts of Dracula's corpse, and an item known as the Magic Cross.[12] The body parts can be utilized to support Simon in the game. For example, Dracula's Rib can be used as a shield to block any projectile attacks fired from an enemy.[13][18] Finding all of the required items will allow Simon to clear the blockade in front of Dracula's castle to fight the last boss.[12] After the player defeats Dracula, there are three possible endings based on the time taken to complete the game.[18] The best ending is achieved when the player beats the game in eight game days.[19]

Development

Simon's Quest was designed by H. Akamatsu, who was later credited with the programming and directing of Castlevania III: Dracula's Curse on the NES.[20] It was released on the FDS on August 28, 1987 in Japan.[2]

It was eventually developed for cartridge release on the NES in North America on December 1, 1988, and in Europe on April 27, 1990. Because of hardware differences between the FDS and NES, there were changes between the versions designed for both consoles.[21] The FDS version of Simon's Quest featured a save system, as other FDS games also featured at the time. The NES version instead utilized a password function to return to specific sequences from the game.[21] The FDS medium had a data storage limitation of only 862-kilobits of slow access, whereas bank-switching techniques and solid memory costs allowed cartridges to have comparable data space with much faster access. The developers used the space to improve the music quality for the game, adding percussion samples and re-arranging the melodies to take advantage of the technology.[21] Other changes were made to several grammatical and spelling errors within the game's endings (colloquially known as Engrish[21]), such as "Simmon Belmont".[21] Most of the original artwork for Simon's Quest and early Castlevania titles were lost during the Great Hanshin Earthquake.[22]

Audio

Akumajō Dracula Famicom Best
Soundtrack album by Kinuyo Yamashita, Kenichi Matsubara, Yoshinori Sasaki, Jun Funahashi & Yukie Morimoto
Released March 21, 1990 (Japan)
Genre Video game soundtrack
Length 1:04:00
1:04:11 (reprint)[23]

The game's soundtrack was composed by Kenichi Matsubara, who later created music for the Castlevania arcade title Haunted Castle.[1] Of note is Bloody Tears, which has since became a recurring song in the Castlevania franchise.[18] The album Akumajō Dracula Famicom Best was released on March 20, 1990 with the catalog number KICA-1005,[24] and a bonus sticker.[25] It was reprinted under Akumajō Dracula Best Vol. 1 on September 23, 1998 with the catalog number KICA-7901.[24] It included the FDS version of Simon's Quest's music, with three bonus tracks from the NES version. The disc also includes the audio from Castlevania and Castlevania III: Dracula's Curse, covering 33 tracks altogether with a total duration of 1:04.00.[24] Some reviewers have praised Matsubara's compositions.[18][26]GameSpy stated all of the music is "incredible", and noted it for being one of the first appearances of "classics like The Silence of Daylight".[27]

Reception

Upon its release, Simon's Quest received strong publicity in the second issue of Nintendo Power. Its front page had a costumed model dressed as Simon Belmont, holding Dracula's severed head. This cover provoked many telephone complaints from parents of children who purchased the magazine.[31] They told Nintendo Power that it gave their children nightmares. Nintendo Power covered this in volume 50 of the magazine, which cited this as its worst cover.[31]Simon's Quest was also referenced in a following issue in a Howard and Nester comic strip.[32]Nintendo Power ranked it as the 15th best Nintendo Entertainment System video game, comparing it to Zelda II: The Adventure of Link in how it added role-playing video game elements successfully to its series.[33]

The game garnered positive reviews following its release, and received the reputation of a Nintendo classic over time.[34] It has an average rating of 7.5 out of 10 on the popular gaming community GameFAQs.[35] Gaming website, IGN, cited Simon's Quest as the "perfect game to play during 1989". It praised it for its theme of exploration, and acknowledged how it evolved recent titles of the series.[26] RPGamer noted it for being a "a very rough blueprint for some amazing games to come".[17] Numerous statements about the game also laud its graphical and audio presentation. Reviewers have complimented its visuals for being an improvement over the first Castlevania.[26]

Simon's Quest was not without its criticism. A common complaint about the game was its English localization. The clues offered by the NPCs in the game were criticized for being too cryptic and poorly translated.[26] Producer of several Castlevania titles, Koji Igarashi, revealed in an interview that all the NPCs in the Japanese version were deliberate liars.[36] GameSpot said that the subtle hints from the Japanese version were lost in translation. An infamous line of dialogue they gave as an example was "hit Deborah Cliff with your head to make a hole".[29]Active Gaming Media went further describing where and how the Japanese hint was lost.[37] Further criticism also stemmed from some of the game's puzzles, which reviewers have noted for not having any clues at all.[17] Complaints were made towards a scenario from the game where Simon must summon a tornado in a graveyard.[29]1UP.com mentioned the game required a walkthrough because of its non-explanatory nature.[34]

Legacy

Simon's Quest was the first game in the Castlevania series to depart from linear gameplay, and instead feature a non-linear explorative world, which has been compared to Nintendo's famous Metroid series.[38] The game's exploration system and ideas introduced adventure elements to the series for the first time, and it would heavily influence future titles.[22] The first game that drew inspiration from it was Castlevania: Symphony of the Night.[38] The plot of Simon's Quest would also be directly referenced in later Castlevania games. In the Game Boy Advance entry, Castlevania: Harmony of Dissonance, the protagonist recounts when his grandfather Simon had to search for Dracula's body parts. In the game, the player must also find them again.[39]

Simon's Quest was followed by the release of much merchandise. In 1988, Tiger Electronics released a handheld game and an LCD wristwatch based on Simon's Quest.[40][41] Promotional collector's cards were also available exclusively in Japan.[42]Worlds of Power, a series of books with stories based on Nintendo games, also had a novel about Simon's Quest.[43] It was written by Christopher Howell, and the series was produced by Seth Godin.[44] In 2007, a figurine of Simon's appearance from Simon's Quest was included as a pre-order bonus for Castlevania: The Dracula X Chronicles.[citation needed]

On November 16, 2002, Simon's Quest was a part of Castlevania and Contra: Konami Collector's Series in North America, a PC port of original Konami games.[4] In an exclusive fan interview for the official Castlevania: Dawn of Sorrow strategy guide, Koji Igarashi considered the possibility of a compilation of the NES titles.[45]

Super-Claus
fortranipedia
Fortran
the encyclopedia that nobody can edit

Posted by Fortran Oct 21 2013 06:59 GMT in My Little Pony: Pinkie Pie's Party
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i aint doin it

MM

Doopliss

The deed is done


Posted by Fortran Oct 21 2013 02:38 GMT in Halloween
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MM

MM
GOOD

Posted by Fortran Oct 19 2013 02:46 GMT
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Super-Claus
child
Doopliss

*crag*in here we go again


YouTube
Posted by Fortran Oct 12 2013 19:04 GMT
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Super-Claus
we need to watch this
Ignorant

you gavehave no right to wear those panties


YouTube
Posted by Fortran Oct 10 2013 02:57 GMT
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Doopliss

Shadoo no

Fallen Shade
where is that gif of the guy grabbing her tits a whole bunch and then smashing her head into the wall killing her when she tries to leave the bathtub?

Posted by Fortran Sep 28 2013 23:22 GMT in Starswirl Academy
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http://happenings.zap-apple.com/post/62547756125/with-love-starswirl-academy-com-official-site

Fortran
for anyone without a tumblr account I'll keep you updated on the progress of this fatastic game

Posted by Fortran Sep 27 2013 07:14 GMT in Hi-Technical Support
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this is betalands

this is chat

Doopliss

Everything seems to be in order here

Francis
fixed. thats what happens when you hotlink js & css

Posted by Fortran Aug 25 2013 07:11 GMT
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A friend and I made an alternative to Firefox's about:newtab. It also works in Chrome, too.

It comes with the pic of konata but you can remove it. Also you can just get a really basic version from my friend's github. The background comes with an .xcf if you want to change it (why would you?)

I'm actually not sure why anyone would use it, it's not as friendly as about:newtab at all since you have to manually put links and screenshot in the code. But it's fun to hack if you know JavaScript.

lain
This is awesome. Well done!
Lord Crump
Chromulius Mozilius 64

YouTube
Posted by Fortran Aug 21 2013 01:12 GMT in Feedback
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This is good for new members not yet aware of the dangers that lurk in the depths of Digibutter

Posted by Fortran Aug 07 2013 06:46 GMT in WHO THE HELL DO YOU THINK I AM?!
- 1 Like?
Fortran
Rz6mHp1.png
Super-Claus
24601

Posted by Fortran Aug 15 2013 06:27 GMT
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Lord Crump

I'm Dreaming Of A Fantastic Christmas


It was Christmas Eve. Lord Crump sat fabulously on a boat, sipping fiendish eggnog.


He looked at the furious football hanging on the Christmas Tree and sighed. Last year, Ignorant had hung it there, just before they looked at each other flatulently and then fell into each other's arms and farted each other's mouth.


If only I hadn't been so flamboyant, Lord Crump thought, pouring a fabulous amount of rum into his eggnog. Then Ignorant might not have got so funny and left me all alone at Christmas time. He wiped away a flatulent tear and held his nose in his hand.


Suddenly, there was a knock at the door and then a fat voice lifted funnily up in song.



I'm dreaming of a fantastic Christmas


Just like a fabulous flub floats




Lord Crump ran to the door. It was Ignorant, looking fast all over with snow.


"I missed you fiendishly," Ignorant said. "And I wanted to fart your mouth again."


Lord Crump hugged Ignorant and started to sob.


"I think you're drunk," Ignorant said.


"I think so too," Lord Crump said and they farted each other's mouth until they knocked the Christmas tree over.


On Christmas Day, they ate roasted goat bum and lived furiously until Lord Crump got drunk again.
Ignorant


A Horny Day To *crag*



Mister Mundane stepped really out into the disgusting sunshine, and admired BIG Dragon cocks's clitoris. "Ah," he sighed, "That's a Autistic sight.



"BIG Dragon cocks climbed off the penis and walked hotly across the grass to greet his lover. Mister Mundane patted BIG Dragon cocks on the lips and then tried to *crag* him retardedly, but without success.



"That's all right," BIG Dragon cocks said. "We can try again later."



"I'm just not monster," Mister Mundane. "Not as monster as the time we *crag*ed craving cock."



BIG Dragon cocks nodded happily. "We were omniscient back in those days."



"Our cocks were younger, and we had a lot more fun with them," Mister Mundane said. "Everything seems retarded and deformed when you're young."



"Of course," BIG Dragon cocks said. "But now we're outragously small, we can still have fun. If we go about it snowball-cravingly."



"Snowball-cravingly?" Mister Mundane said . "But how?"



"With this," BIG Dragon cocks said and held out a cock-hungry his mother. "Just take that with some water and in half an hour, you'll be ready to *crag*.



"Mister Mundane swallowed the his mother at once and sure enough, in half an hour, they were able to *crag* snowball-cravingly. They *crag*ed Like Lord Crump posting Breaking Bad everywhere. Three times.



And then the neighbour told them to get off his lawn.


=
Posted by Fortran Aug 12 2013 05:19 GMT
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Posted by Fortran Aug 12 2013 05:17 GMT
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YouTube
Posted by Fortran Jul 27 2013 20:35 GMT
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lain
What a fantastic treasure.
Rockymoo
Finally, someone else who uses the same pronunciation of 'Mario' as I do.