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This API abstracts the computer component of a robot to allow more intuitive interaction with it. This means it is really just a very thin wrapper. This API is only available when the computer is actually a robot.
robot.level(): number
1.5
, then the robot is level one, and 50% towards achieving level two.robot.name(): string
robot.detect(): boolean, string
true
if there is something that would block the robot's movement, false
otherwise. The second returned value specifies what it is that is in front of the robot and can be one of the following: entity
, solid
, replaceable
, liquid
and air
. The first two will block the robots movement, the latter won't.robot.detectUp(): boolean, string
robot.detect
, but for the block above the robot.robot.detectDown(): boolean, string
robot.detect
, but for the block below the robot.robot.select([slot: number]): number
robot.count([slot: number]): number
robot.space([slot: number]): number
robot.compareTo(slot: number): boolean
true
if the items are equal (i.e. the stack size does not matter), false
otherwise.robot.transferTo(slot: number[, count: number]): boolean
true
if one or more items were moved (but not necessarily all of them!), false
if no items could be moved.robot.compare(): boolean
true
if the block is equivalent to the item at the selected slot, false
otherwise.robot.compareUp(): boolean
robot.compare
, but for the block above the robot.robot.compareDown(): boolean
robot.compare
, but for the block below the robot.robot.drop([count: number]): boolean
count
is specified only drops up to that number of items. If the robot faces a block with an inventory, such as a chest, it will try to insert the items into that inventory. If there is nothing in front of the robot it will drop the items into the world. Returns true
if one or more items were dropped, false
otherwise. If an inventory is full, this will return false
and the items will not be dropped.robot.dropUp([count: number]): boolean
robot.drop
, but drops into inventories or the block above the robot.robot.dropDown([count: number]): boolean
robot.drop
, but drops into inventories or the block below the robot.robot.place([side: number[, sneaky: boolean]]): boolean
true
on success, false
otherwise.side
parameter determines the 'surface' on which to try to place the block. If it is omitted the robot will try all surfaces. This allows more control when placing blocks that can have an orientation. For example, when placing a torch, specifying sides.left
will place it to the left 'wall' in front of the robot (if possible), sides.right
to the one on the right.sneaky
parameter determines whether the robot should be sneaking while placing the block, which may be necessary for some mods.robot.placeUp([side: number[, sneaky: boolean]]): boolean
robot.place
, but for placing blocks above the robot.robot.placeDown([side: number[, sneaky: boolean]]): boolean
robot.place
, but for placing blocks below the robot.robot.suck([count: number]): boolean
true
if one or more items were picked up, false
otherwise.count
is specified it will only take up that amount of items. Also works for minecarts with inventories.count
parameter is ignored.robot.suckUp([count: number]): boolean
robot.suck
, but for inventories or items lying above the robot.robot.suckDown([count: number]): boolean
robot.suck
, but for inventories or items lying below the robot.robot.durability(): number or nil, string
nil
and a reason otherwise.robot.swing([side: number]): boolean[, string]
true
and a descriptor if something was hit, false
and possibly a reason otherwise.side
parameter determines the 'surface' towards which to try to click. If it is omitted the robot will try all sides. This allows more control over the direction of the click, when needed.entity
, in which case the robot attacked an entity.block
in which case the robot tried to break a block.fire
if the robot extinguished some flames.air
if there was nothing there.robot.swingUp([side: number]): boolean[, string]
robot.swing
, but towards the area above the robot.robot.swingDown([side: number]): boolean[, string]
robot.swing
, but towards the area below the robot.robot.use([side: number[, sneaky: boolean[, duration: number]]]): boolean[, string]
true
if something happened, false
otherwise.side
parameter determines the 'surface' towards which to click. If it is omitted the robot will try all sides. This allows more control over the direction of the click, when needed. For example, this can be used to tweak the direction in which an arrow is shot when using a bow.sneaky
parameter determins whether the robot should be sneaking while using the item. This can be necessary when trying to place blocks on items that would otherwise be used (e.g. by opening a GUI).duration
parameter can be used to control for how long to use an item, in seconds. For example, this can be used to specify a draw time when using a bow. Note that this also influences the pause enforced after the call, i.e. when using an item for 10 seconds, the robot will be paused for seconds.block_activated
, if the block in front of the robot was activated, for example a lever was flipped or a button was pushed.item_placed
, if the selected item was 'placed' into the world. This can either mean a block was placed, but it can also mean the item was used on an existing block, for example bone meal.item_interacted
, if the selected tool was used on an entity, for example shears on sheep.item_used
, if the selected tool was used without a target, for example shooting a bow.air
, if there was nothing to use in that direction and the tool cannot be used without a target.robot.useUp([side: number[, sneaky: boolean[, duration: number]]]): boolean[, string]
robot.use
, but towards the area above the robot.robot.useDown([side: number[, sneaky: boolean[, duration: number]]]): boolean[, string]
robot.use
, but towards the area below the robot.robot.forward(): boolean[, string]
true
if the robot moved successfully, nil
and a reason otherwise. The reason string will be one of the blocking results from the robot.detect
function.robot.back(): boolean[, string]
robot.forward
, but makes the robot try to move into the block behind it.robot.up(): boolean[, string]
robot.forward
, but makes the robot try to move into the block above it.robot.down(): boolean[, string]
robot.forward
, but makes the robot try to move into the block below it.robot.turnLeft()
robot.turnRight()
robot.turnAround()
Vreeland in 2012 | |
Background information | |
---|---|
Birth name | Richard Vreeland |
Born | June 29, 1986 (age 33) Staten Island, New York, United States |
Genres | Chiptune, electronic |
Occupation(s) | |
Years active | 2004–present |
Website | disasterpeace.com |
Richard Vreeland, better known by his stage nameDisasterpeace, (born June 29, 1986 in Staten Island, New York) is an American composer and musician. He first got started in music after learning the guitar in high school and started writing music around the age of 17.[1] Known for his work as a chiptune artist, Vreeland stepped into film score composition with the 2015 film It Follows.
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Vreeland's first introduction to music was as a child, growing up in Staten Island. He spent a great deal of time learning from his step-father, who was a trained musician. In an interview, Vreeland stated, 'As a child, I was mesmerized by drums. My step-father was the music director of our church and they would have band practice in the basement. Many of my fondest memories are of going down there to jam away on the drums, when they were there'.[2]
Vreeland composed Fez's chiptune-esque[3]electronic soundtrack. Despite his background in chiptune, Vreeland limited his use of that genre's mannerisms in the score. He worked with soft synth pads and reverb to push the score closer to an '80s synthesizer sound. He also reduced reliance on percussion and incorporated distortion techniques like bitcrushing and wow. Vreeland opted for slower passages with varying tempos that could 'ebb, flow, and breathe with the player'.[4] He left some portions of Fez without music. Vreeland worked on its soundtrack at night for about 14 months while scoring Shoot Many Robots,[4] and Brandon McCartin of Aquaria contributed the game's sound effects.[5]
In 2014, Vreeland produced the soundtrack for David Robert Mitchell's sophomore film It Follows, after being approached by Mitchell, a fan of Vreeland's work on the video game Fez.[6]
Disasterpeace composed the soundtrack for Hyper Light Drifter, a game developed by Heart Machine in 2016. The score follows Disasterpeace's previous soundtrack work and was listed as 'One of the year's best scores, in any medium' by FACT.[7]
Year | Title | Notes |
---|---|---|
2004 | History of the Vreeland | N/A |
2005 | The Chronicles of Jammage the Jam Mage | |
2006 | Atebite and the Warring Nations | |
2007 | Level | |
Noon Kids | B-sides | |
2011 | Rise of the Obsidian Interstellar | N/A |
Deorbit | B-sides |
Year | Title | Notes |
---|---|---|
2006 | Daniel, Matthew & Richard | N/A |
Cereal Code | ||
2007 | Under The Influence | |
NEUTRALITE | ||
2010 | Midnight Orphans | B-sides |
West | N/A | |
2013 | Strays | B-sides |
2016 | Mud Water | Theatre |
Year | Title | Type |
---|---|---|
2007 | Limeade Grin | Unreleased video game |
2008 | Rescue: The Beagles | Video game |
2009 | Drawn To Life: The Next Chapter (UST) | |
Woosh | ||
Waker | ||
High Strangeness | ||
Bomberman Live: Battlefest (UST) | ||
Bright-Coves | Brightcove video platform | |
2010 | Astral Puzzle Meltdown | Video game |
Bonk: Brink Of Extinction (UST) | Unreleased video game | |
Passcode: Soul Of The Traveler | Web-series | |
Cat Astro Phi | Video game | |
2011 | 360° Sharks | |
Puzzle Agent (UST) | ||
ZONR | ||
2012 | Fez | |
Shoot Many Robots | ||
KRUNCH | ||
2013 | Runner2 (UST) | |
FZ: Side F | Fez OST remix album | |
FZ: Side Z | ||
Apoc Wars | Video game | |
Somewhere | Short film | |
FAMAZE | Video game | |
2014 | The Floor Is Jelly | |
Monsters Ate My Birthday Cake | ||
Cannon Brawl | ||
2015 | It Follows | Film |
Loop Ring Chop Drink | Short film | |
Gunhouse | Video game | |
Mini Metro | ||
2016 | 'Bad Jubies' | Adventure Time episode |
Hyper Light Drifter | Video game | |
Reigns (UST) | ||
Beasts of Balance | Tabletop game | |
2017 | Ram Son (original soundtrack for River City Ransom: Underground) | Video game |
2018 | Under the Silver Lake | Film |
2019 | Triple Frontier |