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11 minutes ago, Ganaram Inukshuk said:

I haven't touched my puzzles since December...

I never got the pyraminx but I hear that's really easy to solve.

It is - but not as easy as the clock or magic.


ᚾᛖᚹ ᛚᚢᚾᚨ ᚱᛖᛈᚢᛒᛚᛁᚴ - ᚦᛖ ᚠᚢᚾ ᚺᚨᚦ ᛒᛖᛖᚾ ᛞᛟᚢᛒᛚᛖᛞ

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(edited)
14 minutes ago, CypherHoof said:

It is - but not as easy as the clock or magic.

...I've never tried the other Rubik's puzzles; only the twisty puzzles...

Oh yeah, I dreamt a funky puzzle that can also twist along its diagonal. And a train station. And air conditioning.

Edited by Ganaram Inukshuk

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(edited)
5 minutes ago, Ganaram Inukshuk said:

...I've never tried the other Rubik's puzzles; only the twisty puzzles...

Oh yeah, I dreamt a funky puzzle that can also twist along its diagonal. And a train station. And air conditioning.

I want a train station that can twist along its diagonal now :)

Edited by CypherHoof

ᚾᛖᚹ ᛚᚢᚾᚨ ᚱᛖᛈᚢᛒᛚᛁᚴ - ᚦᛖ ᚠᚢᚾ ᚺᚨᚦ ᛒᛖᛖᚾ ᛞᛟᚢᛒᛚᛖᛞ

image.png.1d67db17f637a25cb8070c016012d5cf.png

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On 5/20/2019 at 12:43 AM, Ganaram Inukshuk said:

And here's where things get technical: I've done (what I think is) a good job keeping every class I write as much of a black box as possible (some with an internal state or whatever), but when it comes to putting things together in the context of gamedev, I can't figure out where things go. Like, where do I put the timekeeper? In its own black box?

Alright... I said this elsewhere, but some parts of a city builder have things analogous to a healthbar; for example, you have X and Y such that X <= Y but X and Y can change independently of one another (EX: X is your current health, Y is your max health; X changes depending on whether you heal or take damage, Y changes depending on whether you have anything that boosts your max health). What happens if you have a nested healthbar? Like, X <= Y <= Z and X, Y, and Z can change independently of one another? In the city-builder context, Z is the plots of land for building houses, Y is the number of houses currently built, and X is the number of occupied houses.

Never mind, I'm gonna go out for a covfefe...

In game-dev you usually have a some sort of a global object, that holds variables and operates with them if desired. From what I know people tend to approach it slightly different than the others and it also depends on how the engine itself manages the objects.

What I do is to create an invisible object once and don't dispose it. It holds variables and basically follows the player. It just exists in the air, so to speak.

Such object could be used to keep track of time and update it.

There also are just global variables, that are stored directly in the memory, but I'm not a fan of these to be honest, as I can't really see them. Disposing an object removes all variables it had, where with global vars, I'm always unsure how they're doing.

 

As for the X Y Z thing you mentioned, there's absolutely no problem with that. That's also basically how most stuff works, especially rpg's. There are tons of variables all over the place, each one affecting the others.

You just need to put correct maths when adjusting the values. For example, if you want to raise X, remember to cap it to Y. If you'll want to reduce Y, remember to lower X to Y if it'll be higher.

... Assuming you were wondering on variable manipulation. :P

As for design-wise, what Cypher said. Put nice bars and stuff, even just values would do the job.

Speaking of health bars, I actually use three variables:

- health

- damage indicator of some sort that follows hp with a delay

- and max health obviously

Each variable is changed separately as I want (well except the damage indicator as I made it work on its own) and they all work with each other. I just have to remember to include other variables in the maths.

2019-05-05_05-17-30.gif


genshin_icon_wish.png Playing Genshin Impact? Come join the club! genshin_icon_wish.png
trixie trotting gif.gif   >>>   genshinclubicon.png.1483d2aa1271776b0086

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42 minutes ago, CypherHoof said:

I want a train station that can twist along its diagonal now :)

You probably dont...

28 minutes ago, Rikifive said:

In game-dev you usually have a some sort of a global object, that holds variables and operates with them if desired. From what I know people tend to approach it slightly different than the others and it also depends on how the engine itself manages the objects.

What I do is to create an invisible object once and don't dispose it. It holds variables and basically follows the player. It just exists in the air, so to speak.

Such object could be used to keep track of time and update it.

There also are just global variables, that are stored directly in the memory, but I'm not a fan of these to be honest, as I can't really see them. Disposing an object removes all variables it had, where with global vars, I'm always unsure how they're doing.

 

As for the X Y Z thing you mentioned, there's absolutely no problem with that. That's also basically how most stuff works, especially rpg's. There are tons of variables all over the place, each one affecting the others.

You just need to put correct maths when adjusting the values. For example, if you want to raise X, remember to cap it to Y. If you'll want to reduce Y, remember to lower X to Y if it'll be higher.

... Assuming you were wondering on variable manipulation. :P

As for design-wise, what Cypher said. Put nice bars and stuff, even just values would do the job.

Speaking of health bars, I actually use three variables:

- health

- damage indicator of some sort that follows hp with a delay

- and max health obviously

Each variable is changed separately as I want (well except the damage indicator as I made it work on its own) and they all work with each other. I just have to remember to include other variables in the maths.

2019-05-05_05-17-30.gif

I'm building an incremental game...?


a0AgWVX.png

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2 hours ago, Ganaram Inukshuk said:

I'm building an incremental game...?

Yes I know, you mentioned that before --- I'm kinda confused now. Did I say something wrong? :twi:

I thought you were asking for some things, perhaps I misunderstood.


genshin_icon_wish.png Playing Genshin Impact? Come join the club! genshin_icon_wish.png
trixie trotting gif.gif   >>>   genshinclubicon.png.1483d2aa1271776b0086

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Just now, Rikifive said:

Yes I know, you mentioned that before --- I'm kinda confused now. Did I say something wrong? :twi:

I thought you were asking for some things, perhaps I misunderstood.

It takes me a while to process what I've done versus what I've been recommended... Also, I did the thing with the XYZ thing, hence the residential thing in my screenshoot...


a0AgWVX.png

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13 minutes ago, Ganaram Inukshuk said:

It takes me a while to process what I've done versus what I've been recommended... Also, I did the thing with the XYZ thing, hence the residential thing in my screenshoot...

What I said is still pretty much valid for an incremental game. These tend to look simpler due to less graphics and user input, but there still are all these processes and maths happening in background. You mentioned things and asked some questions, so I assumed you'd like to hear about some possibilities and stuff. No need to hurry with anything of course ~ I just thought you might find something somewhat helpful. Consider it all as just a reference of some sort I suppose or even ignore it if you already figured things out on your own.

Either way yeah, learn and do things at your own pace and of course, have fun! ^_^ 


genshin_icon_wish.png Playing Genshin Impact? Come join the club! genshin_icon_wish.png
trixie trotting gif.gif   >>>   genshinclubicon.png.1483d2aa1271776b0086

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3 hours ago, VG_Addict said:

Would you watch an MLP/Transformers crossover?

I think MLP and Transformers are just too different for a crossover to work.

A much more ambitious crossover is the Tesla model Y.

Also, someone also crossover'd Tesla and Transformers...


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Just now, Ganaram Inukshuk said:

Feel Good Inc vs Feel Bad LLC; who will win?

God-King Xerxes


We have two ears and one mouth, so we should listen more than we say.

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9 minutes ago, Ganaram Inukshuk said:

Who?

God-King Xerxes 1 the fifth king of kings of the Achaemenid dynasty of Persia. 


We have two ears and one mouth, so we should listen more than we say.

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8 minutes ago, Ganaram Inukshuk said:

...I'm not a historian... :adorkable:

and you've never seen the two 300 movies 


We have two ears and one mouth, so we should listen more than we say.

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I wonder if they have toothpaste flavored ice cream


We have two ears and one mouth, so we should listen more than we say.

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Just now, Ganaram Inukshuk said:

Why?!

(How about ice cream flavoured toothpaste...?)

MvwLKy3SfvJwXFKCRMDAFrt961Ui4mdVkWCW1U3ee?format=match&mode=fit

 

yum yum


We have two ears and one mouth, so we should listen more than we say.

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3 hours ago, Ganaram Inukshuk said:

Why?!

(How about ice cream flavoured toothpaste...?)

or toothpaste flavoured ice-cream flavoured toothpaste?


ᚾᛖᚹ ᛚᚢᚾᚨ ᚱᛖᛈᚢᛒᛚᛁᚴ - ᚦᛖ ᚠᚢᚾ ᚺᚨᚦ ᛒᛖᛖᚾ ᛞᛟᚢᛒᛚᛖᛞ

image.png.1d67db17f637a25cb8070c016012d5cf.png

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Just now, CypherHoof said:

or toothpaste flavoured ice-cream flavoured toothpaste?

Meanwhile, [redacted_cpu_company] just screwed up big time.

Spoiler

They accidentally leaked their own announcement.

 


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