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Playable build: http://pizzamakesgames.itch.io/the-evil-warlock-tower http://pizzamakesgames.itch.io/the-evil-warlock-tower http://pizzamakesgames.itch.io/the-evil-warlock-tower since the off-topic mermaid talk got a little out of hand last thread, we're relocating to this place. I hear there might even be a sticky in it for us. today I figured out how to use groups and iterating over them for real. imagine hundreds of lines of code going if this value of object one is one the value of this object will be two, if this value of object two is one the value of this object will be two etc. etc. to something like this: besides not driving you completely insane, this new way of doing it has the added benefit of all the things that will be doing the same thing working right away once you're done with the first. say I'm writing a function for a worker automatically joining your force at the beginning of each day, it'll automatically work for all workers as it's nothing but a value going up by one. All of this came to be after I was super frustrated with how slow I was progressing in general as well as my games generally really lacking in the gameplay department. both was mostly thanks to my code being super basic. looking forward to improving further in that respect. hope calling this pizza's game log doesn't give off an all too self-centered vibe. it's just that I've been having these and will be having these and thought this slight little bit of branding will help people that like it/don't like it to know what it is. it's a lot of fun to post a bit about game development here with you peoples Pizzatime fucked around with this message at 11:18 on Jan 3, 2016 |
# ? Jan 1, 2016 18:17 |
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# ? Apr 24, 2024 08:17 |
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holy poo poo I just wrote a system to handle multiple simultaneous message all by my dumb self the problem was that every thing you assign your workers to has a response in the form of a text pop up when your worker is done with it. if you have more than one worker, these messages will sometimes overlap. if you just have a function that sets the text to whatever you want and displays it every time a worker is done, the newest one will replace the previous one if it's still showing. that means if the player is unlucky, message 2 could replace message 1 the second it's displaying if the timing's bad. the solution I came up with for this problem was to check if there's a message currently being displayed, wait for it not to be displayed anymore and then displaying the second one. though, now it gets complicated. what if this is the case, but then there's a third message lining up after the second one, with that one currently waiting for the first one to be done being displayed? yeah, that's why I'm kinda amazed that I managed to figure this out logically and execution-wise. jeez, time for some weed Pizzatime fucked around with this message at 23:11 on Jan 1, 2016 |
# ? Jan 1, 2016 23:09 |
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good work but there is a problem with your code it should look like this:
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# ? Jan 2, 2016 00:01 |
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That's C right?
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# ? Jan 2, 2016 00:08 |
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treasure bear posted:good work but there is a problem with your code hah I know, somehow got used to the not super cool 1337 night theme drilldo squirt posted:That's C right? it's haxe also there's some other problem with the code. it displays the messages in reverse stored order. you know, like if you'd restock grocery shelves by just placing the new stuff right in front of what's left in the shelf. it's cool though already know how to fix it thanks to that shelf restocking metaphor. displaying ID == 1, then change ID == 1 to 20 and substract 1 from 2 to 20, basically. |
# ? Jan 2, 2016 02:58 |
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I've never heard of haxe, but the compiler website looks neat.
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# ? Jan 2, 2016 07:44 |
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been listening to the soundtrack of Lufia: The Legend Returns while coding all day yesterday. recreated my favourite piece of melody from it: https://www.youtube.com/watch?v=SsCkvsZTdBw |
# ? Jan 2, 2016 14:06 |
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aren't they cute? mind the limitations of the spectrum to only display two colors per 8x8 tile. other ways to display them would be black and transparent, but then they couldn't pass tiles that aren't black + other color. other suggestions? I mean I kinda like how it looks even, makes them stand out |
# ? Jan 2, 2016 14:41 |
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hey I could probably have a playable like alpha build up by tonight, anybody interested? |
# ? Jan 2, 2016 17:51 |
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going pretty drat well |
# ? Jan 2, 2016 22:54 |
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Pizzatime posted:
What if the whole box was a lil square boxy face instead The expression could indicate whether they are idle, working, hungry, dead, etc |
# ? Jan 3, 2016 01:09 |
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alnilam posted:What if the whole box was a lil square boxy face instead that's an idea. I've never been into that dizzy guy and minesweeper though. |
# ? Jan 3, 2016 01:10 |
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Playable build up: http://pizzamakesgames.itch.io/the-evil-warlock-tower http://pizzamakesgames.itch.io/the-evil-warlock-tower http://pizzamakesgames.itch.io/the-evil-warlock-tower |
# ? Jan 3, 2016 01:10 |
the code is pictures so i can't copy paste to steal it
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# ? Jan 3, 2016 02:02 |
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nah it's just that I also post to twitter and re-use the images |
# ? Jan 3, 2016 02:04 |
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you're a real treat hick magnet |
# ? Jan 3, 2016 02:34 |
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Pizzatime posted:since the off-topic mermaid talk got a little out of hand last thread, we're relocating to this place. haven't read the thread yet, but lol |
# ? Jan 3, 2016 02:59 |
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fixing bugs |
# ? Jan 3, 2016 03:11 |
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Pizzatime posted:
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# ? Jan 3, 2016 03:27 |
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# ? Jan 3, 2016 11:19 |
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Pizzatime posted:hah I know, somehow got used to the not super cool 1337 night theme the dark theme is much easier on your eyes and will help you code longer without strain.
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# ? Jan 3, 2016 22:19 |
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also put some drat comments in your code.
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# ? Jan 3, 2016 22:21 |
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Piso Mojado posted:also put some drat comments in your code. Seriously, like you think you won't need them but you will. ---------------- |
# ? Jan 4, 2016 00:25 |
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you'd better be using version control
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# ? Jan 4, 2016 00:40 |
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Piso Mojado posted:also put some drat comments in your code. it's one file at 2000 lines if I would've commented it all there wouldn't be any game yet |
# ? Jan 4, 2016 11:54 |
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treasure bear posted:you'd better be using version control for a jam game developed in a month? come on |
# ? Jan 4, 2016 11:55 |
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Piso Mojado posted:the dark theme is much easier on your eyes and will help you code longer without strain. that's what https://justgetflux.com/ is for |
# ? Jan 4, 2016 11:55 |
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Pizzatime posted:for a jam game developed in a month? come on yes
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# ? Jan 4, 2016 12:30 |
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I keep backups of the project manually |
# ? Jan 4, 2016 14:12 |
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Three pounds there pal, I really ought to stop playing though and I need to go to bed. Also pressing esc restarts the whole game
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# ? Jan 4, 2016 15:52 |
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didn't get around to make a menu to bring up with escape yet, so it just takes you to the beginning, sorry! |
# ? Jan 4, 2016 16:30 |
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a nice person donated 3 bucks for this game. don't know if he was from byob but thank you nice person |
# ? Jan 4, 2016 17:13 |
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Pizzatime posted:I keep backups of the project manually this is such a pizzatime move |
# ? Jan 4, 2016 21:11 |
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proof |
# ? Jan 4, 2016 21:18 |
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okay you got me I don't know what version control is I can only imagine it as a vague online thing that does stuff without your permission which I would lower my eyebrows at |
# ? Jan 4, 2016 21:19 |
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Pizzatime posted:okay you got me I don't know what version control is I can only imagine it as a vague online thing that does stuff without your permission which I would lower my eyebrows at you can use git or mercurial on your local machine. you just type git add file_you_changed.hx other_file.png to say hey this file has changes that i want to save, then you type git commit to say keep this version of these files at this point in time saved forever. then if you gently caress something up or want to remember how the code used to be you just say git checkout HEAD~1 or something to get the version of the code one commit ago. it's much faster than zipping up your source directory and you never have to lose or forget anything |
# ? Jan 4, 2016 21:26 |
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and you can make a bitbucket account and make private repositories there so you have off site backups as well for peace of mind |
# ? Jan 4, 2016 21:27 |
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that does sound super convenient I'm screwing around a lot with git in cmd anyhow. thanks a lot I'll try and get into the habit of doing it this way now that I know how it's done thanks to you! |
# ? Jan 4, 2016 21:37 |
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cool good luck on your game jam. haxe is really cool to work with. i wish more languages had a proper macro system like that. |
# ? Jan 4, 2016 21:39 |
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# ? Apr 24, 2024 08:17 |
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Thanks. The two jams are totally unknown and don't have a lot of participants. I'm just kinda doing them to have some sense of direction and pressure. I've been looking around for other game engines/frameworks without a UI (so not unity, construct etc.) and it seems haxeflixel is about the most well known. If only I wouldn't keep encountering openfl-side bugs that nobody seems to be able to solve...if you're interested: https://github.com/openfl/openfl/issues/962 now I'm just wondering what to do with the export folder. would like git to completely ignore it's existence. |
# ? Jan 4, 2016 22:03 |