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Jeffrey of YOSPOS posted:I am very angry that you write Multi-line readability supremacy
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# ? Sep 27, 2015 00:57 |
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# ? Apr 26, 2024 03:23 |
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Jeffrey of YOSPOS posted:I am very angry that you write I dunno why everyone likes jamming everything on one line. It's not like we all use vi anymore.
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# ? Sep 27, 2015 01:04 |
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It's just good programming practise. I used to code and my professor once used my code as an example of of good formatting, he said "you can put this on the wall ten feet away and still get an idea of what it's doing." White doesn't doesn't exactly cause bloat.
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# ? Sep 27, 2015 01:05 |
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coyo7e posted:It's just good programming practise. I used to code and my professor once used my code as an example of of good formatting, he said "you can put this on the wall ten feet away and still get an idea of what it's doing." He just liked same-line braces then, there's nothing at all good or bad about that particular point of style (same line or newline for grouping elements), it's a total matter of taste. It's a complete irrelevancy on today's big screens and auto-completing IDEs. (Really there's no reason with today's IDEs that it matters at all, you should be able to go view..braces my way|braces highway" since it's all just nonmaterial whitespace.) It's got kind of an amusingly elaborate holy war backstory: https://en.wikipedia.org/wiki/Indent_style For what it's worth, I'm a Templar Warden of the Allmanites: https://en.wikipedia.org/wiki/Indent_style#Allman_style quote:Commenting out the control statement, removing the control statement entirely, refactoring, or removing of the block of code is less likely to introduce syntax errors because of dangling or missing braces. Is the big thing I like about it, alongside being able to super easily scan for the matching { without worrying about what control structure it's hooked too. e: I think people think { inline with control statements is "the right way" because Stroustrup does it, and Stroustrup gives the nerdkins the geekbones. Unormal fucked around with this message at 01:20 on Sep 27, 2015 |
# ? Sep 27, 2015 01:07 |
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Unormal posted:For what it's worth, I'm a Templar Warden of the Allmanites: https://en.wikipedia.org/wiki/Indent_style#Allman_style This is convention both at my job and also in my classes this semester and I've gotten used to it to the point that I like it.
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# ? Sep 27, 2015 01:21 |
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Literally the only thing that can be objectively wrong about a brace style is if you leave off the braces for your short if/while/for/etc. block. In other words, this is wrong:code:
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# ? Sep 27, 2015 01:27 |
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Unormal posted:He just liked same-line braces then, there's nothing at all good or bad about that particular point of style (same line or newline for grouping elements), it's a total matter of taste. It's a complete irrelevancy on today's big screens and auto-completing IDEs. (Really there's no reason with today's IDEs that it matters at all, you should be able to go view..braces my way|braces highway" since it's all just nonmaterial whitespace.) I worked in code and later in IT and netrworking enough to try and leave easy to parse scripts and code blocks behind when I was done with a project, you never know who will end up having to dig into it later and I've known enough people who wrote and left nearly-unmaintainable blocks of code behind after they moved on.
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# ? Sep 27, 2015 01:48 |
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lol wish I could play puppetmaster and act like I intended for a code formatting derail in the roguelikes thread, but that one was mostly by accident linux kernel style 4eva
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# ? Sep 27, 2015 01:53 |
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FR: An apocalyptic roguelike where the remaining inhabitants are in a brutal gang war over coding practices and standards.
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# ? Sep 27, 2015 02:47 |
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Floodkiller posted:FR: An apocalyptic roguelike where the remaining inhabitants are in a brutal gang war over coding practices and standards. https://medium.com/matt-bors/world-war-g-8b90a02a4432
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# ? Sep 27, 2015 02:52 |
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Floodkiller posted:FR: An apocalyptic roguelike where the remaining inhabitants are in a brutal gang war over coding practices and standards. Death Brace 2000
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# ? Sep 27, 2015 03:31 |
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First little tent city built with regionalizer+maxrect. Not too bad, maybe I'll play around with L-systems a bit. The coolest part of this approach is it will build tent cities around any arbitrary obstacles if possible, no matter what. Like I can dump a tent city into a cave, or amongst ruins, etc. Other cool thing is here's all the code it takes, with my growing generic procgen library: Unormal fucked around with this message at 06:17 on Sep 27, 2015 |
# ? Sep 27, 2015 04:27 |
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Why would you need a tent in a cave? e: how would you even pitch it? Wafflecopper fucked around with this message at 04:57 on Sep 27, 2015 |
# ? Sep 27, 2015 04:54 |
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TooMuchAbstraction posted:
That's why you do it like this, so you know can't add more instructions to it code:
Mercury_Storm fucked around with this message at 05:13 on Sep 27, 2015 |
# ? Sep 27, 2015 05:04 |
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a wizard mugged me and then threw me in lava
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# ? Sep 27, 2015 05:51 |
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Mercury_Storm posted:That's why you do it like this, so you know can't add more instructions to it UGH, you would be thrown to the wolves because of that in my company that has nothing to do with game programming. And I would hate you forever. Interestingly enough there's a standard we're (the company) supposed to adhere to but I can count on my hands the number of times that actually happens. The javascript team does a better job here, ironically. EDIT: There's no preferred method overall in the programming world, it's just where you work that decides what is best. If you are more comfortable with single line then all power to you, do it just so. Just let others know this is your standard and you burn the rest at the stake if they do not follow. Sage Grimm fucked around with this message at 06:06 on Sep 27, 2015 |
# ? Sep 27, 2015 06:04 |
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lets hang out posted:maybe some other program could mirror the analog stick to the dpad, that would do it. I can't figure out how to make xpadder do that. Some gamepads actually have a built in toggle for swapping the analog stick and dpad; on Logitech controllers it's a"mode " button underneath start/select.
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# ? Sep 27, 2015 10:26 |
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Unormal posted:The coolest part of this approach is it will build tent cities around any arbitrary obstacles if possible, no matter what. Like I can dump a tent city into a cave, or amongst ruins, etc. I just start throwing rectangles down-- did this randomly sized and placed rectangle fit in the area? No? Toss it out and try again. 10,000 failures? Unthinkable, rebuild the level, try again. The end results are: levels that do what I want combined with deep, crimson-hued shame over inflexible code that only works in that one location.
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# ? Sep 27, 2015 11:31 |
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madjackmcmad posted:I just start throwing rectangles down-- did this randomly sized and placed rectangle fit in the area? No? Toss it out and try again. 10,000 failures? Unthinkable, rebuild the level, try again. The end results are: levels that do what I want combined with deep, crimson-hued shame over inflexible code that only works in that one location. So the coding equivalent of slamming the square peg in the round hole repeatedly until you've worn a big enough hole it'll fit. There's no shame in that, only +piety with Trog.
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# ? Sep 27, 2015 13:59 |
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And we're in-game! Maps are already flowing way better than the old ones. Next up, prefab rooms.
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# ? Sep 27, 2015 14:52 |
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^- looking great!madjackmcmad posted:I just start throwing rectangles down-- did this randomly sized and placed rectangle fit in the area? No? Toss it out and try again. 10,000 failures? Unthinkable, rebuild the level, try again. The end results are: levels that do what I want combined with deep, crimson-hued shame over inflexible code that only works in that one location. Yeah, I mean I ultimately share your love of the dead simple and "throw random poo poo down, try again if it fails" was and is still Qud's main tactic for most of its level building. I was 'inspired' by the fact that when I build and throw away Qud's absurd levels where every rock and flower is a full game object, I start thrashing Unity's GC pretty hard, and with a bit more scientific approach I end up getting both a much more stable process but also some actually useful control over the process and far more elegant code to accomplish it with. 95% of Qud is still lolz montecarlo, though. Unormal fucked around with this message at 16:39 on Sep 27, 2015 |
# ? Sep 27, 2015 16:16 |
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ToxicFrog posted:Some gamepads actually have a built in toggle for swapping the analog stick and dpad; on Logitech controllers it's a"mode " button underneath start/select. I did eventually get exactly what i wanted by plugging in a dualshock 4, setting the movement to the analog stick in the game, and then mirroring the analog stick to the dpad with ds4windows. so now I can switch between the stick and the dpad whenever and I stick to walls when I'm using the latter. Totally ideal. I caught a stream of a guy doing some late chapter 2 stuff and it is loving unreal where this game goes. Really incredible.
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# ? Sep 27, 2015 22:33 |
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madjackmcmad posted:I just start throwing rectangles down-- did this randomly sized and placed rectangle fit in the area? No? Toss it out and try again. 10,000 failures? Unthinkable, rebuild the level, try again. The end results are: levels that do what I want combined with deep, crimson-hued shame over inflexible code that only works in that one location. So that's why your game is broke as hell
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# ? Sep 27, 2015 23:37 |
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For those of you who went to the IRDC: Do any academics/fans/developers in the genre publish papers in a specific journal or venue? I can't seem to find much published on roguelikes that isn't ~game journalism~
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# ? Sep 28, 2015 07:00 |
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dis astranagant posted:So that's why your game is broke as hell Actually the parts where it breaks are usually one of two conditions: 1) I tried to do something too fancy, and didn't see it through completely in the interest of time 2) It's built off a really old piece of code that I never had the time to refactor. Both of those conditions would occur less often if I were a better programmer.
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# ? Sep 28, 2015 10:45 |
Apparently I bought towerclimb back in 2012 and then promptly forgot about it. Thanks for reminding me to look through my old emails for it Also a friend made me play ToME and suddenly I have 21 hours in it, when did that happen, where did my weekend go!
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# ? Sep 28, 2015 13:58 |
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Finally picked up Sproggiwood for Android this morning. This is the phone game I've been dreaming of for ages. Also, it's on sale! https://play.google.com/store/apps/details?id=com.freeholdgames.sproggiwood&hl=en
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# ? Sep 28, 2015 18:07 |
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Thanks for mentioning the sale. With Qud and other games recently I had kind of forgotten how loving good sproggiwood is and it's perfect for mobile.
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# ? Sep 29, 2015 02:41 |
Yeah, I grabbed Sproggiwood earlier today and I've thoroughly enjoyed myself. I'm pretty bad at roguelikes, so I haven't gotten very far yet. I really appreciate how well it works on mobile, because I don't have as much gaming time as I used to. All in all, all worth the buy.
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# ? Sep 29, 2015 03:28 |
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It's on sale for iOS, Android & Steam, all 50% if all ya'll want to get your any-platform Sproggi on.
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# ? Sep 29, 2015 03:31 |
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I kind of regret buying Sproggiwood. The hardest difficulty wasn't hard in any kind of fun way: there were just way too many enemies on the screen at all times that I'm convinced most stages were impossible without buying tons of upgrades for your character and/or finding good items early on in each dungeon. Also all of those enemies that are tied together such that you have to kill all of them at once (or else they'll regenerate like hydras' heads) are everywhere and they're horrible. The graphics were cute and everything was super pretty and charming, but it was just unplayable for me after awhile. I tried playing it on a lower difficulty, but that wasn't satisfying. I also don't like the mechanic of progress being made and preserved between characters. Part of the appeal of roguelikes to me is that you start off on equal footing every time, and you just have to use your wits and the knowledge you've gleaned in previous failures to survive. Buying equipment and buffs that carry over between games feels like cheating, but the game is built so that you have to do that or you won't be strong enough to meet the challenges of later levels. I guess I just have a weird compulsion about that kind of thing. Also maybe I just suck, because I still couldn't beat the game even though I spent all my money on buffs and items, but me sucking hasn't discouraged me from playing any other roguelikes like it did in Sproggiwood. It's probably more fun to play on the bus or the train than it is to play for multiple hours in a row sitting at home at your desk.
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# ? Sep 29, 2015 03:39 |
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Is that the "hard" difficulty on release or the "lol murder" difficulty added later? Because the first one is very doable after a few tries, the second one is intentionally pretty loving stupid.
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# ? Sep 29, 2015 03:51 |
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Yeah, I wouldn't do Savage difficulty until you've played the game through at least once. Then you've got some build up in the persistent skills to allow for rush tactics and surviving to your first few level ups.
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# ? Sep 29, 2015 03:54 |
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It was the one meant to be terrible, so it's my fault. But I really couldn't help myself.
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# ? Sep 29, 2015 03:54 |
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MrWillsauce posted:I'm convinced most stages were impossible without buying tons of upgrades for your character and/or finding good items early on in each dungeon. Nah, Hand of Luke and I can do Savage straight, so it's not unfair, but we've played 1,000s of hours; but I agree it's hard to the point where if solving super intense puzzles like that isn't your thing, it might be too much; however it's definitely (well, probably) better to learn the game on Hard (at least for a single class), because you have to really understand everything that's going on, it's a tough mode to be doing 'discovery' on. Unormal fucked around with this message at 05:35 on Sep 29, 2015 |
# ? Sep 29, 2015 04:06 |
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Well I'm discovering on Savage mode and loving it, so you know. Different boats, different floats.
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# ? Sep 29, 2015 05:18 |
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I'm still not sure about this: Is there a way to buy Sproggiwood to get the mobile and steam versions, or do you have to buy them separately? I know humble bundle sells other mobile games but it looks like the humble store option doesn't include a mobile copy.
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# ? Sep 29, 2015 06:20 |
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RPATDO_LAMD posted:I'm still not sure about this: Is there a way to buy Sproggiwood to get the mobile and steam versions, or do you have to buy them separately? I know humble bundle sells other mobile games but it looks like the humble store option doesn't include a mobile copy. Not at the moment. None of the stores make it easy or possible to do bundles like that, though we may eventually so a humble PC plus apk , we haven't set that up yet.
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# ? Sep 29, 2015 06:30 |
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RPATDO_LAMD posted:I'm still not sure about this: Is there a way to buy Sproggiwood to get the mobile and steam versions, or do you have to buy them separately? I know humble bundle sells other mobile games but it looks like the humble store option doesn't include a mobile copy. Every mobile+pc bundle I've bought has been separate codes.
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# ? Sep 29, 2015 07:07 |
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# ? Apr 26, 2024 03:23 |
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I played sproggiwood on savage first run by accident and beat it without much fuss. You dont have to kill everything and with blobs you should avoid it. Vampire plus that item that creates health potions should see you through the last levels fairly easy Isaac fucked around with this message at 07:48 on Sep 29, 2015 |
# ? Sep 29, 2015 07:44 |