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| Views: 692,162 | 06-28-21, 12:56 am | ||
| Kawa |
Posted on 03-21-13, 07:02 pm in Complete beginner wants to run game on Mac OSX [not a bug] (revision 1)
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 206/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
I'm waiting for some test results. Depending on those, I may have to forego Mac support. Update: Barbeque was nice enough to test it on his Arch, and reports that the original input system runs as well for him as it does for me. Which is bad news for MacOS X. I don't just program Noxico... |
| Kawa |
Posted on 03-21-13, 08:11 pm in Complete beginner wants to run game on Mac OSX [not a bug]
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 208/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
<h3>Final Verdict</h3> <img src="http://i.imgur.com/dkj2Laq.png" style="float: left; margin-right: 1em" />If you want to run on MacOS X you can feel free to try, but there will be no support. Certain configurations (such as Nicole's Core i5 running Lion) may work well enough but if you have any input or timing problems beyond disk lag, expect no help from me. I don't just program Noxico... |
| Kawa |
Posted on 03-22-13, 07:36 am in Complete beginner wants to run game on Mac OSX [not a bug]
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 209/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
I don't believe you understand what a "final verdict" is. It means there'll be no further debate. Unless something groundbreaking comes up. I'm stuck with using KeyUp/Down events just to be able to support more than one platform in the first place. I just got done pondering a rewrite that might fix things, but at the very potential cost of things like pathfinding to where you clicked, or other "the player isn't driving now" things. I suggest you come to terms with it. Seriously, read the verdict again. If you have an OS X system that can run the game at least nearly as well as all the Windows and Linux systems I've checked, feel free to run it on those system. But don't fight about it. That's what it said. I don't just program Noxico... |
| Kawa |
Posted on 03-25-13, 08:04 pm in New UI
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 210/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
1. Starvation is already planned. It's in the mockup I made. HPL suggested an indication of being horny (in a joking manner) but that's technically covered by the Stimulation stat. 2. That'd get complicated to implement. 2b. I plan to add scrollback support to the new message bar, as implied in the mockup, so skill increases could just call AddMessage, I guess. 3. The cursor uses the message system to display what it's pointing at, without overwriting anything. The topmost message temporarily disappears to make room for the cursor's line on the bottom, then pops back up when the cursor is turned off again. The leftover space on the bottom of the sidebar could indeed be used as such, though... I don't just program Noxico... |
| Kawa |
Posted on 03-26-13, 06:34 pm in Checklist for release 0.1.2
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 211/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
Travel system, timing, UI, scheduler, stability... I think this is worth a bump to 0.1.2. The only reason not to is Pillowshout's checklist.
I don't just program Noxico... |
| Kawa |
Posted on 03-26-13, 08:55 pm in Checklist for release 0.1.2 (revision 1)
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 212/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
It's sad to hear that. In better news, we now have biome-specific random clutter. Trees and rocks and cacti oh my. Edit: oh and the pony content let me know that your scheduler and my expectations didn't work together well. Now they do. Expected characters had no schedules. I don't just program Noxico... |
| Kawa |
Posted on 03-27-13, 08:42 am in Checklist for release 0.1.2
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 213/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
It's not redrawing the entire screen, only the parts that changed. Personally I prefer it this way as fast opponents no longer teleport -- you can see them actually move now. Still... half a second? That's just not right. It should be more like this. Now admittedly, I added a thing to count how many times Board.Redraw() was called between every Player.EndTurn() and put it in stdout -- four or six at the start, then zero. Started a new game... and then I noticed that it was flushing and reloading neighbor maps every turn. As if the neighbors didn't update and thus were slated for unloading and actually got there. Load and flush are also written to stdout, after all. Knowing for certain that it wasn't redrawing the entire screen, I removed that counter thingy again. That was the only change since yesterday. But the strangest thing of all is that it stopped flushing neighbor maps. I don't just program Noxico... |
| Kawa |
Posted on 03-28-13, 01:06 pm in Checklist for release 0.1.2
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 214/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
What's funny is that notostraca, when I asked him to confirm it wasn't just me, revealed that release builds reacted too fast for him: • On my system, Release and Debug builds run just about equally well, matching the Youtube video, assuming there's nothing on stdout in the debug build. • On noto's Win7 64 "fast-ish laptop proc", the Release build I gave him goes so fast he takes two steps for each single sharp tap. Debug build matches the video, and the special "Debug build with Release-style code optimization" is too fast again. • I don't know which of the two you were referring to when you said it's sluggish, but there's something rotten in the state of Denmark. So I made some timing changes -- eliminated the time check in Game.Update(). On my system, both builds, again, run equally well and roughly match the video. I'm still waiting for noto to return from his pingout so he can give it a try. I don't just program Noxico... |
| Kawa |
Posted on 03-29-13, 10:05 am in Checklist for release 0.1.2
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 215/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
Yes, I much prefer seeing NPCs that can go faster than the player (be it because their SPEed is maxed, or because they have Haste) actually move instead of teleport. If the NPC gets two moves for each one of the player, they visibly jump over the spot they moved into on their first step. This gets a little silly and confusing when you're on a diagonal, as the player cannot move diagonally, but the NPC seems to take a single diagonal step. It gets worse when the NPC is fast and you're slow, because the jumps have been doubled. :luna: And that's why I rather prefer it this way. Here's that Youtube video I made again, which shows the intended speed. It obviously shows a debug build, which has unoptimized code (the factor I've found to cause noto's speed difference and apparently yours, now). And on my system, with my admittedly bad sense of seconds-or-smaller timing¹, it seems to go about as fast as a release build. I suppose there are certain things to try, such as increasing the update timer's interval from 10 to something higher, so that a turn in a release build takes about as long as a turn in that video. Not a clue what that'd do to a debug build's speed, though. At least not on my system. Notostraca still hasn't returned, so I haven't had a chance to have him try the latest build, and so I still don't know if the single-tap double-move thing is fixed for him. Assuming it is, I hope we can close this chapter soon. I feel like working on leaving bodily fluids all over the place. <small>¹ it's a wonder I can play rhythm games, really.</small> I don't just program Noxico... |
| Kawa |
Posted on 04-02-13, 05:14 pm in A proper My Little Pony RL [idea]
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 216/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
I have way too much time on my hands, and bad ideas to fill it with. This is mostly just a proof of concept in yet another working copy. Don't worry. As explained on IRC, this is one solution with two projects, and all the files shared between them are full of #if directives to remove the sexy bits. I don't just program Noxico... |
| Kawa |
Posted on 04-03-13, 08:27 am in Making the world more interesting
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 217/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
This is all very doable and sensible. In rough order of difficulty: trade as an action, travel denial, travel time, travel position, item time, boundaries, wilds. Those last two may be switched. For board boundaries, the board's direction properties (Board.North et al) can be easily used to determine where to put the boundaries. I'd suggest having a bunch of tile definitions and PNGs for BoardDrawing's MergeBitmap() to work with -- one for each direction, a couple maybe, for each boundary type. Not all biomes need their own boundary sets -- a few could be shared. The only real problem I can see is that the boundary will most certainly clip into a building, unless CreateTown() is adjusted to ensure whatever shape the residential parts have, there's nothing around it. There's just one other tiny little snag: characters with wings can "hop" fences and cross water and cliffs -- and then they drown or plummet when they run out of airtime, or try to land. I don't just program Noxico... |
| Kawa |
Posted on 04-03-13, 02:38 pm in Making the world more interesting
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 218/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
Actually, if a stretch of wilderness were to be connected to a town, before the entire location (cluster of connected boards) is bounded off, it's fairly trivial to tell that the board [dir] of town is wild, and vice versa, and add a gate to both sides. In fact... ![]() ① Generate a town in some nice shape somehow. All boards must be connected! ② Generate wilderness in a similar manner. ③ Pick a direction (in this case north) and connect one of the northmost town boards with one of the southmost wild boards. Add a gate to both. ④ Attach farmland and other such special parts to the town. The town point it attaches to can be chosen by the presence of NPCs with [role/farmer]. ⑤ Bound off all the boards we've made for this location so far. The cool thing is that if there are several "northmost" town boards and one is chosen, the others do not connect in a northerly direction and get bounded, even though there's (equally south-bounded) wilderness right there. I don't just program Noxico... |
| Kawa |
Posted on 04-03-13, 05:08 pm in Making the world more interesting
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 219/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
I don't get it, but thanks.
I don't just program Noxico... |
| Kawa |
Posted on 04-03-13, 05:24 pm in Making the world more interesting
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 220/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
I have something planned regarding roads (also bodies of water) that doesn't use (but does account for) the template system. It should be easy enough to add edge points and maybe allow them to be further from the others.
I don't just program Noxico... |
| Kawa |
Posted on 04-10-13, 06:53 am in FYI Path bug in XP. [resolved]
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 221/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
There's an OR in the code that should be AND, and XP counts as an NT platform. It was probably a negative check before ("is this anything but Vista or 7?") and I forgot to invert the logic.
I don't just program Noxico... |
| Kawa |
Posted on 04-10-13, 01:54 pm in Launch Bug for 0.1.15.0
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 222/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
I see you're trying to run 0.1.15... have you tried running 0.1.2? It fixes a lot of stuff.
I don't just program Noxico... |
| Kawa |
Posted on 04-11-13, 08:28 pm in Things of note
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 223/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
Fullscreen is indeed slow. I think it's because of the scaling filter. To be honest, you're not supposed to maximize, but I'll see if I can force it to draw without filtering like that. The tutorial doesn't account for keymaps. It'd be a bit of a hack to add such a thing, but I suppose it could be done... I don't just program Noxico... |
| Kawa |
Posted on 04-11-13, 08:32 pm in Why are there no hermaphrodites?
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 224/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
Also are there never any hermaphrodites in town? No herms are generated at this time, at all. They are certainly technically possible but just don't appear in-game yet. I've forced one into the world several times for testing though. Would it be possible to have an overmap, relating the relative locations of the towns? Only local maps. There is no sense of physical distance or direction between the various areas in the travel list. Are firearms allowed in this world? There are a few in the item list, but good luck finding one. They'll appear more often as more data is tweaked into form. Would it be possible to slow down the response so I don't accidentally get killed before I realize I am low on health? That's a reasonable suggestion to consider, to be honest... Will there be farming in towns? I was considering to add farmland to towns in another thread. [trade blahblah] I'm not sure. Would be a pretty interesting thing to puzzle over. Will there be a way to see which weapon is best for your playstyle? What dexterity? There's no such stat. Anyway, different types of weapons have different types of attack, which react differently to all sorts of body types and later, armor and shield materials. For example, slimes are weak against bludgeoning, but shrug off most of the rest. Will higher agility increase your attack rate or your dodge ability or both? Again, there's no such stat. Why does everyone hit on me? Because Ogle() is a work in progress. It really should consider cultural monogamity and other such factors. I don't just program Noxico... |
| Kawa |
Posted on 04-12-13, 03:00 pm in Gods and Goddesses/Starsigns?
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 225/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
We have a complement of deities already planned. Bodshivita came up with 'em. If you talk to yourself on certain days, you can contact them. But none have any dialogue written yet.
I don't just program Noxico... |
| Kawa |
Posted on 04-12-13, 03:02 pm in 'Nother bug
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 226/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
Thanks for adding that revision about the rapid tapping. It'll let me hopefully reproduce the problem and fix it. But later. I'm on vacation now.
I don't just program Noxico... |