« first day (357 days earlier)      last day (3503 days later) » 

00:00
RELOAD!
[Cardshifter/Cardshifter] 7 commits. 3 closed issues. 300 additions. 182 deletions.
[Hosch250/Rubberduck] 5 commits. 216 additions. 125 deletions.
[rubberduck-vba/Rubberduck] 9 commits. 1 opened issue. 671 additions. 531 deletions.
[ShearOfDoom/Cactus] 6 commits. 2 issue comments. 169 additions. 56 deletions.
[Zomis/GdxPlayground] 4 commits. 1838 additions. 73 deletions.
[Zomis/StackSTV] 1 commit. 655 additions.
Saved Cardshifter/Cardshifter
Saved Cardshifter/cardshifter.github.io
Saved Cardshifter/extra-resources
Saved ckuhn203/Rubberduck
Saved ckuhn203/VBEX
Saved CodeReviewCommunity/CodeReviewCommunity.github.io
Saved Hosch250/MeekSTVVoteCounter
Saved Hosch250/ResxEditor
Saved Hosch250/ResxTranslationHelper
Saved Hosch250/Rubberduck
Saved Phrancis/GroovySwingPostgres
Saved rubberduck-vba/Rubberduck
Saved ShearOfDoom/Cactus
Saved skiwi2/BusinessSoftware
Saved StackExchange/StackExchange.DataExplorer
Saved Vannevelj/RoslynTester
Saved Vannevelj/VSDiagnostics
Saved Vogel612/JavaBot
Saved Vogel612/TranslationHelper
Saved Zomis/BrainDuck
Saved Zomis/CodeReview-Shield
Saved Zomis/Duga
Saved Zomis/GdxPlayground
Saved Zomis/Minesweeper-Analyze
Saved Zomis/Prosit
Saved Zomis/Rubberduck
Saved Zomis/SE-Scripts
Saved Zomis/Server
Saved Zomis/StackSTV
Saved Zomis/SudokuSharp
Saved Zomis/test
 
3 hours later…
03:07
[Cardshifter/Cardshifter] Phrancis pushed commit a0b7e4d4 to rules_documentation: Document scrap.groovy
[Cardshifter/Cardshifter] Phrancis pushed commit e11a5306 to rules_documentation: document creatures, enchantment, noAttack, scrap, spells
[Cardshifter/Cardshifter] build for commit e11a5306 on rules_documentation: The Travis CI build passed
[Cardshifter/Cardshifter] Phrancis pushed 5 commits to rules
[Cardshifter/Cardshifter] Phrancis pushed commit 7f60036d to rules: fix conflicts in Game.groovy files
[Cardshifter/Cardshifter] Phrancis deleted branch rules_documentation
[Cardshifter/Cardshifter] Phrancis pushed 29 commits to groovy
[Cardshifter/Cardshifter] build for commit 7f60036d on groovy: The Travis CI build passed
[Cardshifter/Cardshifter] build for commit 7f60036d on groovy: The Travis CI build passed
[Cardshifter/Cardshifter] Phrancis pushed commit 7eb1247f to master: Update README.md
[Cardshifter/Cardshifter] Phrancis pushed 99 commits to mods
03:31
There we go!
[Cardshifter/Cardshifter] build for commit 7eb1247f on master: The Travis CI build passed
[Cardshifter/Cardshifter] build for commit 7f60036d on groovy: The Travis CI build passed
04:20
[Cardshifter/Cardshifter] Phrancis pushed commit 115ece78 to mods: Enabled spells, updated spells documentation for correct syntax
[Cardshifter/Cardshifter] build for commit 115ece78 on mods: The Travis CI build passed
[Cardshifter/Cardshifter] Phrancis pushed commit 84dcb8ca to mods: Update docs on spells; #324 & #291
[Cardshifter/Cardshifter] build for commit 84dcb8ca on mods: The Travis CI build passed
 
7 hours later…
11:15
hey
 
1 hour later…
13:09
what is magefree
13:21
@bazola it's a Java project of Magic The Gathering
a very complex TCG
Well, roughly spoken about MtG card effects, can just literally anything happen?
I mean, cards probably won't get ridden in half :D
except for Chaos Confetti
@SimonAndréForsberg lol!
That should totally be implemented in a game
I'd use it on the world championship finals :P
13:33
it's not legal to play with that card in any tournaments.
Magic has different kinds of tournaments such as Standard, Extended, Modern, Legacy, Vintage. You have different sets of cards that are legal depending on which kind you play.
Chaos Confetti is not legal in any of those formats
It's just a troll card/set?
But they have been officially released in packs?
14:08
it's real. It's part of the set Unhinged or Unglued. Those contain a whole lot of silly cards.
15:00
@Simon work on the multiplayer server for UTTT and Battleship, and have a bot fight with maaartinus. And get rid of that reload spam when things are saved
/ignore @Duga
15:14
anyone else excited about the new hearthstone expansion? i just can't help myself
lots of cool cards :)
@bazola It's looking very cool, yep
now if I would only be better in arena
Woot, I just opened this
nice pack
i want to take this deck to legendary but I have to get it done this month:
15:30
I'm myself not getting much further than 14 in ranked
its probably the strongest deck I've ever made
yeah i think i got to 12 once, most months its 15, and this month i was 13 but now am 14
Looks like a pretty doable deck
Except Tirion
well the deck is all about taunt and divine shield, so you pretty much can't get better than tirion
it needs one more cog hammer and one more blood knight but i don't have them
Did you spend all dust on crafting the Tirion?
nope i got him in a pack in like the first month of playing
15:33
Ah lucky :P
I'm trying to find another TCG to play though, but haven't looked around a lot yet
MtG is out of the picture it seems, HEX is not quite it either
MtG just released its new version for iOS, its supposed to be their hearthstone killer
only works on the newest iPhone and iPad.. meanwhile hearthstone can probably run on your scientific calculator
I don't quite think that MtG and HS are in the same market though
oh i think they very much are in the same market, especially on mobile
its just that MtG is getting blown out of the water
of course MtG has a whole different market besides in the paper cards market
I more mean that MtG is way more complex than HS
its just a matter of time before HS catches up
15:45
They're trying to keep it simple though
However they did add a new keyword in the expansion, wondering how it'll play out
I still think 30 life isn't a lot, not sure how it compares to MtG though, never played it
From what I remember about Yu-Gi-Oh the 10000 hp was quite a lot
magic is 20 i think
How surprising, HEX is also 20
16:03
Monking
hey @Phrancis
16:26
[Cardshifter/Cardshifter] Phrancis pushed commit 2e50156d to mods: #325 - change and set inside pick atRandom added to mods and docs
Meh, that should have been #326 -_-
[Cardshifter/Cardshifter] build for commit 2e50156d on mods: The Travis CI build passed
I'm seeing some very strange rivers on iOS... seems like the randomness is handled differently
most of the time they go halfway across the map correctly, and go in a straight line the rest of the way
Weird...
i can't really explain it, especially because some of the time they do look correct
16:34
Hm... Maybe ask on GameDev?
Isn't all that done by algorithm?
well I'm sure that the randomness is different on different platforms but other than that everything should be the same
Do you think the problem is specific to iOS itself, or to libGDX's integration for iOS?
WHOA
yeah, i believe the problem was related to creating that Random() instance over and over
once i changed that it suddenly looks right on iOS again
./gradlew build (instead of clean build) is taking 6-7 seconds instead of like 3-4 minutes... @Simon is that expected/normal/good?
@bazola Ahh good
its like random.nextBoolean() was favoring true or false too often
16:43
Huh. Odd.
> :cardshifter-console:compileGroovy
Note: /Users/francisveilleux-gaboury/IdeaProjects/Cardshifter/cardshifter-console/src/main/java/com/cardshifter/console/ConsoleControllerECS.java uses or overrides a deprecated API.
Note: Recompile with -Xlint:deprecation for details.
^ Just saw that. I thought cardshifter-console itself was deprecated, perhaps we ought to just remove it altogether
Hm. ./gradlew build was successful, but ./gradlew clean build failed. Looking into the failed tests now
> java.lang.AssertionError: expected:<RUNNING> but was:<NOT_STARTED>
Must be that issue again, trying to clean build again now after quitting Java
the server was already running?
@bazola Weighed coin eh?
@bazola Yeah, appears it could be the case. For some reason that error happens on my machine but not on anybody else's
@bazola did you extract the Random variable to outside your method?
@bazola erhm... I should read first, talk later.
@SimonAndréForsberg now i have, i just didn't want to do it because i had to make it static and change it everywhere else
@Phrancis yes, it is expected, and good. Gradle is smart enough to figure out what things has changed, and not do more work than it needs to.
16:50
> BUILD SUCCESSFUL
Nothing to see here, good deal
@Phrancis just ignore all deprecation notes.
@SimonAndréForsberg OK, sweet! I'll update the extra-resources Gradle instructions
@Phrancis oh trust me, I get that error too, quite a lot
@bazola YOU MADE IT STATIC!?!?!?!?
2
lol yeah
You definitely don't need to make it static!
16:52
is that bad?
[Cardshifter/Cardshifter] Phrancis pushed commit 3f5350c1 to mods: #323 - doNothing() inside pick atRandom added to mods and docs
static is always bad when you don't need it
Just create the instance somewhere and pass it along to the other methods that needs it.
well i want the Random instance to be created by the MainGame class, and i didnt really want every single IsoPoint to have a MainGame field, since they will never need it after the map generation
i guess i could pass it into the randomMove method though
@SimonAndréForsberg Do you think it could be fixed in the build process? I think it only appears after successful builds, at least for me. Perhaps the server is just not being shut down correctly after builds?
[Cardshifter/Cardshifter] build for commit 3f5350c1 on mods: The Travis CI build passed
16:56
@Phrancis every time I get it is because I have an actual server running in the background. If you get the error when you make multiple builds in a row, that's not intended and not something I have experienced.
@bazola yes. exactly that. Does every IsoPoint also use some Random stuff?
just that randomMoveTowards method does
@SimonAndréForsberg That's what I am experiencing (i.e. with multiple builds in a row). Not a big deal, but if I get to where I can repro predictably I'll open an issue
@bazola yeah then just pass it along to that method
or refactor it in another way.
[Cardshifter/Cardshifter] build for commit 3f5350c1 on groovy: The Travis CI build passed
17:03
well i could roll the random number in the World class and pass that in instead, but i think its clean enough to pass along the instance of random
17:25
it feels impossible to do branches correctly. every time i start a branch I find myself doing at least Something that does not match the intended reason for the branch.. i guess i need to have more than one branch going at once and then merge them both back in?
^ I think that's a good idea
@bazola I was considering refactoring a bit more than that. But nevermind, your solution works fine to pass in the Random.
@SimonAndréForsberg I'm sure that most of the time when I code something there is a better way to do it :)
@bazola I also tend to do other work than planned on the branches I work on, but screw it. I think it is more important to code things than on what branch you're doing them on, especially when it's just you work on it.
yeah otherwise you spend all your time doing basically administrative stuff, when you could be doing something productive :) so i agree
17:38
Or you spend your whole day thinking how to be productive
it would be cool if there was a GUI where you could drag and drop commits between branches
@skiwi talking from experience?
@SimonAndréForsberg It's like every day for the last weeks
Except the work days, obviously
i prefer to just start coding without thinking at all :)
that is actually a good solution sometimes ^^
17:40
its actually very similar to creative writing
if you spend all your time designing the characters and outlining the story, you are going to lose the creative spark that brings individual scenes to life
3
Unfortunately all things I think about are way too complex
@bazola Well said
and probably other stuff in my life is blocking the motivation to write code right now
18:08
I just had a new idea...
Considering how people react in HS to OP cards
would it make sense to automatically nerf a card if it is overplayed and buff it if it is underplayed?
Just very marginally: like 2 attack to 2,1 attack (this does create other issues, I know)
If you as designer cannot get right how good something is, can the system not decide?
1 min ago, by skiwi
I just had a new idea...
hehe automatically nerf = automatically piss off lots of players who like that card
@skiwi yes, that's absolutely something that is possible to do, technically. But to do that, we need to gather a whole lot of data about which cards are played. Currently, we have no such data. But why do you think I want to Extract statistics?
It's maybe also something to keep the game alive once there's a playerbase
@bazola Well, say numbers are multiplied by 10; are lots of people going to be pissed off when something is nerfed from 40 to 39?
18:13
every time you make a change, I'm sure you'll piss off people
@skiwi You know... have you thought of perhaps making some game content for Cardshifter? Making cards and such is fairly simple, and fun.
If you assume that no cards are made just for the fun, should then minions of the same rarity also be used roughly the same amount of times relatively?
Ideally ^^
maybe if the game was played by computers instead of people something like that could happen :)
^THAT
So you're thinking that it will piss off too many people?
(Humans)
18:15
no not necessarily. its an interesting approach
but a card game where you are balancing it by changing 39 to 40 or other tiny increments may not be a very fun game. tough to say
that one card game where you can make your own cards on iOS (i forget the name but i linked it in chat), the players have like 250,000 health
I was thinking as idea to have the balance occur weekly, and if it's still off-balance, it will continue to be modified
so you are playing minions with 1 damage to start, and later they will have like 10000
@bazola huh? how does that work?
to me it makes too many parts of the game too pointless
i dunno i haven't actually played it, just looked at the sample cards
I think a self-balancing game would sort of defeat the purpose of creating optimized decks, since for every balance adjustment you might have to go back and modify them
18:20
But the publishers will (eventually) also modify cards if they feel unbalanced
Maybe it was just a silly idea :P
Perhaps not silly, but maybe not necessarily "fun" either...
as long as it was only balanced based on the frequency of play, i think it could work. of course the players could all get together and specifically play cards they didn't like for a week in order to make them weaker ;)
Think about it though, do you think this kind of self-balancing algorithm/idea could be translated to something else besides a card game?
@skiwi I think the main problem with your idea is that we are not at the point where we can possibly implement anything like that. We got other issues to deal with first.
@bazola Haha... that's an interesting exploit :P
@SimonAndréForsberg I'm just going on about theory here, not caring about practicality
Maybe after all there's a reason I'm studying Computer Science
18:25
over in the game development chat, someone is raving about lwjgl
@bazola I believe LibGDX uses a bit of LWJGL
ah, crazy
@skiwi I'd like to see more practical progress with Cardshifter, not theoretical progress.
3
Unfortunately I'm not able to get into the Cardshifter zone right now
I was really planning for this summer
 
1 hour later…
19:46
@zippy1981 thanks for this! Rubberduck VBA - Resharper like enhancements to the VBA IDE https://www.reddit.com/r/vba/comments/3ebiee/rubberduck_vba_resharper_like_enhancements_to_the/?ref=share&ref_source=twitter via @reddit
20:21
@zippy1981 you know, @rubberduckvba started by porting a #VBA home-made #UnitTesting "framework" to #CSharp: http://codereview.stackexchange.com/q/63004/23788
 
3 hours later…
23:45
200_success vs. janos: 16376 diff. Year: -3224. Quarter: -303. Month: -303. Week: +240. Day: +125.
Loki Astari vs. Simon André Forsberg: 2915 diff. Year: -2861. Quarter: -1265. Month: -1265. Week: -283. Day: -55.
Mat's Mug vs. Simon André Forsberg: 190 diff. Year: +1080. Quarter: -424. Month: -424. Week: +273. Day: +30.
200_success vs. rolfl: 2687 diff. Year: +1941. Quarter: +2275. Month: +2275. Week: +473. Day: +296.

« first day (357 days earlier)      last day (3503 days later) »