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00:00
RELOAD!
[Cardshifter/Cardshifter] 9 commits. 3 opened issues. 1 issue comment.
[retailcoder/Rubberduck] 1 commit. 1 opened issue. 1 closed issue. 14 issue comments.
[Zomis/Duga] 1 issue comment.
Just check the new branch update-css
I hope you'll a good show @sᴉɔuɐɹɥԀ ! Have fun!
00:27
It's a Battle of the Bands, the finals. I'm one of the judges. 6 bands tonight, lots of fun!
I have no idea what this is ! But nice that you're a judge and sure you will have fun :D
01:04
Bunch of local bands competing for skill and popularity. Winner gets to professionally record a son and music video for free!
01:32
Nice ! Did you win such competition and that's why your judging or else ?
 
4 hours later…
05:46
@Marc-Andre Not quite (I don't play music well, I mostly write music). I'm a close business partner with the recording studio who hosts the event, so each year they invite me to participate as a judge
I can fake playing bass guitar and saxophone, but that's about it. I tried drums too, after playing drums on Rock Band a lot. Turns out, I suck at that too!
@Marc-Andre ^^
> This will be an optional field to be used to explain, in short plain English, what the effect(s) of the card are. This will be left empty if the card has no special effects. It can be identical to ECSAttribute.FLAVOR as far as I'm concerned, unless there is good reason to do it differently, of which I cannot think of.
@Simon ^^
 
2 hours later…
07:48
hey
 
1 hour later…
09:00
@Simon, thanks for updating the Facebook SDK in Minesweeper for Android!
 
2 hours later…
10:47
@sᴉɔuɐɹɥԀ I assume it is the EffectElements.js? Now I have seen it. Not sure what to do with it though...? Yesterday wanted to work on starting to implement this kind of JS-loading, but that didn't happen. And I won't work on it today. Probably not tomorrow either.
@Duga @sᴉɔuɐɹɥԀ That DESCRIPTION field can easily be added, but ideally, I was thinking that it perhaps can be automatically assigned, depending on the actual effects.
 
1 hour later…
11:52
@sᴉɔuɐɹɥԀ I was not totally done there was still some minors things I wanted to do, but we could merge already if Simon wants to update the site
I'm so close to 4k! And my last answer did some good work on the rep increase! Got a Spring question on the list to do. I'm sure I'll make it pass 4k!
12:54
showrep @Marc-Andre
Why doesn't @Duga respond on that :(
13:38
@skiwi I respond to nothing!
@Duga Lies
hey there @SimonAndréForsberg
Running Linux on Windows is awesome
 
1 hour later…
15:09
@skiwi huh? you're just talking about a vm?
@bazola Yeah, you run your code under Linux, but develop on your own OS
are you using something that allows you to do snapshots and backups of the virtual machine
@bazola As far as I know VirtualBox provides that out of the box
Ugh
And this is why you don't use hobby projects in production
15:24
I'm using something called xencenter which is kind of like a hypervisor type thing, but you need a computer dedicated to it
Keep getting errors all the time and can't get stuff installed -- another project member made a quick prototype for our application, but I can't get it to work
this is an awesome sound generation program: drpetter.se/project_sfxr.html
i wonder if this is going to make people mad:
String passwordText = this.passwordInputField.getText();
for (char character : passwordText.toCharArray()) {
    if (!this.allKeyboardChars.contains(character)) {
        this.passwordInvalidLabel.setText("I don't understand " + character);
        this.passwordInvalidLabel.setVisible(true);
        return false;
    }
}
16:53
well the Sound api seems to be working on all platforms, haven't tested html yet though
17:30
sound confirmed working on html :)
17:50
@bazola That's interesting ;)
its really easy to use the API, but i have heard that there are potential crashes with sound on iOS, so we will see if they happen with libGDX or not
18:34
@SimonAndréForsberg My idea was to store the effect "chaining" keywords, e.g., onEndOfTurn { chance: 0.50, drawCard { target: selfHand } } into its own JSON tree, so when those keywords are encountered it searches that tree for the function related to that effect keyword
Not sure exactly how to make it work, perhaps those keywords should be stored in an ECS map, and only go back to the related JSON effect elements when a trigger calls for it?
Or perhaps the effects themselves can be fully constructed when the cards are mapped, and for the game server to just read the constructed JavaScript functions directly?
@SimonAndréForsberg I think it would be cool if the description could assign itself based on the effects, but I think it will be a while before that's a reality, so this would be a decent temporary "patch" in the meantime
I could think of a way of writing effects on cards that would be a bit more verbose, but might make more sense...
{
  name: Foo,
  trigger: onEndOfTurn() {
    trigger: probability(0.50) {
      action: drawCard(1) {
        target: self("hand")
      }
    }
  }
}
And so perhaps at the time the cards are being built, all those can be constructed and chained as POJSF
18:56
And I'm thinking, perhaps as the game server cycles through the different phases of the turns and game, it can look for the presence of each trigger at the correct time and handle the actions as it encounters them
I think it would make it simple enough to chain things like trigger: onAttack() { target: opponent("card") { action: heal(2) { target: self("player") } } } and so on
19:12
And I think this would be flexible enough when it comes to making more creative spells and such
{
  name: "Steal Card",
  manaCost: 5,
  trigger: onCast() {
    target: opponent("hand") {
      action: take("randomCard") {
        target: self("hand")
      }
    }
  }
19:45
hey @sᴉɔuɐɹɥԀ
Are the 30 days over yet? ;)
Pretty sure they are ;D
Hey @skiwi is JS "strict mode" something that we should strive for, in your opinion? Being that how we're starting to use JS is not browser-based, I'm not sure what that would imply
I really wish I had a steering wheel and pedals for a racing game now
@sᴉɔuɐɹɥԀ I'm not exactly sure either :D
OK. AFAIK "strict mode" makes JS less "sloppy"
That's what I think as well
20:01
I wonder where I could find some JS pros to ask... I'm guessing there's probably a JS chat room on SO right?
20:16
in JavaScript on Stack Overflow Chat, 40 secs ago, by Madara Uchiha
@Phrancis Always always always strict mode. No exceptions.
Poor Phrancis...
20:39
in JavaScript on Stack Overflow Chat, 2 mins ago, by Madara Uchiha
@Phrancis Anyway, I think you'd benefit a lot more in writing the game logic in JS from scratch, and not trying to translate it from Java.
Something to consider, I guess
20:54
\[[**Cardshifter/Cardshifter**](https://github.com/Cardshifter/Cardshifter)\] [**Phrancis**](https://github.com/Phrancis) pushed commit [**e2743e23**](https://github.com/Cardshifter/Cardshifter/commit/e2743e23f044e81382e25636c3362ec0fa3c157e) to [**js**](https://github.com/Cardshifter/Cardshifter/tree/js): Update CardData.js

Updated to "strict mode"
[Cardshifter/Cardshifter] build #849 for commit e2743e23 on branch js passed
[Cardshifter/Cardshifter] Phrancis pushed commit 4497fc72 to js: Converted to "strict mode"
[Cardshifter/Cardshifter] build #850 for commit 4497fc72 on branch js passed
21:28
[Cardshifter/Cardshifter] Phrancis pushed commit 64ab9d65 to js: Update CardDataLoader.js
[Cardshifter/Cardshifter] build #851 for commit 64ab9d65 on branch js passed
 
1 hour later…
23:45
Loki Astari vs. Simon André Forsberg: 4064 diff. Year: -1702. Quarter: -403. Month: -20. Week: -100. Day: -35.
200_success vs. rolfl: 221 diff. Year: -484. Quarter: -327. Month: +52. Week: -133. Day: +42.
Simon André Forsberg vs. Mat's Mug: 1347 diff. Year: +396. Quarter: -354. Month: -48. Week: -174. Day: +17.

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