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 Post subject: Quite a bit of time
PostPosted: Wed Jul 13, 2011 2:21 pm 
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I have quite a bit of time on my hands even though I've finished HS. So if there is any remote way I can help I'd be gald too. I know a little programming with C++ but I gave up on it awhile back. Anyway if its beat testing or whatever else give me a task and judging how it's explained I'll see if I'm capable.


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 Post subject: Re: Quite a bit of time
PostPosted: Thu Jul 14, 2011 1:06 am 
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tysonrss wrote:
I have quite a bit of time on my hands even though I've finished HS. So if there is any remote way I can help I'd be gald too. I know a little programming with C++ but I gave up on it awhile back. Anyway if its beat testing or whatever else give me a task and judging how it's explained I'll see if I'm capable.

There's really nothing that needs knowledge of C++ unless you will be developing. What you can do is bug hunt, regression test, learn to compile, learn to do blendmodes (If you want, I can post a tutorial on doing so), update compatibility, in-depth analysis of how a game runs, familiarize yourself with the options, etc. Countless things can be done by anyone who has the will to do so. Good luck, we've all seen the talk, but little walk. Maybe you can change that.



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 Post subject: Re: Quite a bit of time
PostPosted: Thu Jul 14, 2011 11:02 am 
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Mostly where help is needed is finding and tracking down regressions. There's a few I that I need to be tracked in the regression thread.



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<Salvy>WTF Kirby is invisible on latest rev?!
<Dougamer>Hmmm
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<Salvy>Kirby looks ok on default settings Dougamer?
<Dougamer>still... "aquiring" it Salvy...
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 Post subject: Re: Quite a bit of time
PostPosted: Thu Jul 14, 2011 11:18 am 
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Which regressions would those be? If I can get a list, I will track them down.



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 Post subject: Re: Quite a bit of time
PostPosted: Thu Jul 14, 2011 12:22 pm 
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yes that'll help alot. Also, a tutorial on blending would be very nice.


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