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2:43 AM
@Tyyppi_77 I have this for now:
"player selection screen": Odd that the player avatar does not animate at the same pace the button does (the scaling effect)
(During the intro) dialogs go on on the alt key. can't alt-tab to go to windows without missing something
I feel there are things missing from the introduction level: what are the little things that go from the enemy to the player? What's the purpose of the white gauge at the bottom of the UI?


Editor:
Size sliders go beyond the bar
shift: only left shift works for selection placement
I haven't had a chance to test the game before today, and it's hard and fun!
You've done great work there!
The first few levels seemed stable, and I haven't had a chance to thoroughly test the editor.
 
 
7 hours later…
user92578
9:43 AM
@AlexandreVaillancourt Much appreciated, thanks for taking the time!
 
user92578
Good points about the gameplay stuff, little things and white gauge are both for the shield, those aren't really explained in the introduction level (shield is but not the shield points); they aren't super important though, one should be able to figure out relatively quickly that when using the shield, the white bar drops
 
user92578
But I'll consider improving the introduction level some day
 
user92578
The -0+ is used to select variation values, and elements with * support variation values
 
user92578
This is explained in the guide which I have yet to publish, sorry about that
 
user92578
I will make the slider bar a little wider and close the drop downs correctly, implement proper dialog escaping and fix the shift thing
 
Sie
1:06 PM
 
 
3 hours later…
4:29 PM
@AlexandreVaillancourt Wow! I still thought awesomium and chromium were the standards, thanks for the link!
 
 
2 hours later…
user92578
6:07 PM
Published a new build with changes from the feedback:
Level editor still starts with an empty level but buttons are disabled by default, improved the join menu, escape closes dialogs, improved slider visuals, alt-tab doesn't count as a key press in cutscenes, right shift works and the dropdowns correctly toggle
 
user92578
I did not figure out a way to display layer information though
 
6:21 PM
Hi everyone
 
user92578
hi
 
Im new here. Currently working on my first game, a turn based card game, mostly to learn and become a better programmer.
I find myself constantly debating what the best methodology is to accomplish a certain task, and was hoping some of you guys could give me some solid advice.
 
user92578
Sure, just keep in mind that making mistakes is a great way to learn too
 
exactly why im tryign to make this game
but sometimes i dont know, what i dont know
if you know what i mean haha
My first difficulty is that while I have a very good understanding of the domain, I am not quite sure how to model it in an OO way
What is the best way to solicit advice in this room?
should i provide uml charts ?
 
user92578
Just pose your question whatever way you feel fits
 
6:37 PM
Ok so generally speaking I would like to create a card game platform. Users can connect to the platform, login, and can choose to join/play in games that are running, perhaps with some permission handling mixed somewhere in there, and some profile editing or specific platform functionality.
I thought it best to focus on the actual game first, since everything else seems pretty straightforward to me (clients login, send messages, messages get processed and dispatched appropriately to the various components), unless of course im missing something.
So for the game, since I want to support multiple game variants, I find myself in an endless debate on how to actually structure it. Because it is turn based, in the sense that the core game logic cannot continue until another player acts, I decided that the correct way to structure this would be to update the GameContext based on an IPlayerAction that it received from an interpreter that translates a network message into an IPlayerAction.
So my first question would be, does that sound correct?
 
user92578
first of all I want to mention that this sounds like a very ambitious project for one's first game
 
well let me rephrase
its my first real game of any substance
 
user92578
an important distinction
 
i have experience with simple ball bouncing games etc.
the kind you read in books
 
user92578
I haven't really done a lot of networking myself but it seems like you have stuff in place for that
 
user92578
6:42 PM
It's incredibly difficult trying to add networking to something that wasn't built with that in mind
2
 
right
so thats one aspect
but the game state is relatively basic so I can't imagine its too hard
 
user92578
I'm not terribly experienced myself, weekends are quite quiet here [as are weeks too nowadays :(] so you might get better / more confident replies some other time
 
user92578
Yeah for a turn based game that should be doable, probably
 
i thought the correct way to model the actual game would be with a state machine
but i find myself confused as to what the actual states should be
 
user92578
that would probably be game dependent
 
6:48 PM
right
 
user92578
is it simply "play card"? or perhaps multiple different card selections: "random card from deck -> play money card to purchase card -> play action cards"
 
so that is a very specific state
if i were to pick a card game like poker for example
the various stages of a poker hand would be posting blinds/betting/dealingflop/betting/dealingturn/betting/dealingriver/showdown
which is confusing to me because states like dealing flop have no input
So to solve that, i thought crafty way would be to have one Flop method and just deal the flop in the initialization fo that state
 
 
3 hours later…
10:03 PM
states don't need input
@cubesnyc when you're writing out a state machine, just as important as listing out the states is listing out the transitions between states
so you just say "how do I get from "Dealing Flop" to "betting"? If the answer is "when the cards have been picked and shown to all the players" then that's your transition "pick cards -> send card information to all players -> set state to "betting round 2"
 
10:34 PM
@GustavoMaciel :) the new thing does not work with OpenGL yet though :(
@Tyyppi_77 Woa! the turnaround is fast :P
 
user92578
@AlexandreVaillancourt been few weeks since I've had stuff to program so I was super excited to do stuff
 

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