My Broken Heart - Crazy Pen Hallucinating

in dblog •  2 months ago 

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Image Source is https://pixabay.com


my Broken heart I'm sure that this wasn't a great experience. I had so many unanswered questions, I was too busy to know how to resolve them, I had a lot of questions waiting to be answered and I'm just not good at this. Maybe this is because I didn't take the time to deal with those issues that were happening to me. I took the time to find the place I felt I needed to work on (the house) at a time of high stress or stressor. I have to stop and think about how I'm going to do that for the longterm.

It was the only place that had a plan going forward — an option that would ensure I didn't just have to do what was right, that I could pay attention if I didn't know this.

The problem is that when I did some basic mathematics, which you can learn along the way in your own code, you end up doing more math if there is more math available for your own work. My workflows tend to evolve with time. The longer you keep this in use the faster the rest of your code will grow into code.

The only problem I have is this: I could use my own code for as long as I wanted. The time it takes for me to solve some code is an infinite. That means, for example: I could ask for something faster or faster to be slower than my own code. If it turns out the same person wrote a simpler program and that's faster when you're running in parallel it just means you've had access to the exact same code for many time. For me it just gets longer and more complex. Maybe it was written in a couple of months; then you've got all that code that you can run in parallel and then you can put that code that you wrote in parallel somewhere.

You can call my own code with any name you want, and I can write it faster and faster if there is something in every line of my code that I do or if there's something else in some other line of my code that I don't (like on the first line of my script or whatever). There are a few different methods I use for doing this, as well. One method is for creating a data structure that you can store, and one is something completely different, the way you do it (I don't like the way I put the keys to any object, that way the file is placed on the right side of the canvas.)

This is really fun, but in the end, I think it's going to be a bit tedious. I did the same things we've done on The Sims 2, but have this method added to add even more interesting things, such as a map with a character that needs to be at the player's side if they want to enter it.

Okay, so I want to get to the end of this. Let's go over some of the things we can do with this approach on our other game. First lets take a look at the main one.

The main method is just as much about creating your story as it is of setting up the environment itself. We can call any character in your story or start the game without using any text in the script, and then just do it.


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