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10:00 PM
TTGH BBS
 
@Phrancis there's a million ways to codize that, how about this.steal(getOpponent().getBattlefield().get(mech)); ?
or, once I write the code for it, I could put the actual code I'm using there, but that would be quite a lot of code :)
 
well @SimonAndréForsberg I definitely understand the TCGGame and ECSGame classes a lot better after today, but I am fuzzy on things like when exactly events will happen, and how exactly to build a system. but I guess from what you have said, modders will not really have to do that. I am also unsure of how exactly to build an entity or component. I am looking at PhrancisGame next to get clues as to how things fit together
 
@bazola for the events, that depends a bit on the event. A lot of it starts when you perform an action, which is done in the ECSAction class.
I am very glad that you are reading up about all these classes, @bazola.
 
10:18 PM
@SimonAndréForsberg it has been quite a challenge, but I am sure it will be worth it. There is just a lot of code to read and sometimes I have to read it through a few times to fully understand what is happening
 
@bazola feel free to come with suggestions about how I can make the code more easy to understand. Documentation and making understandable code is probably not what I am best at exactly...
 
I think the problem is more with the ECS concept itself than your code. Your server was very easy to understand and it is a lot of code also. The thing about ECS is that it is so abstract that the logic driving the program forward seems to get spread out. If I can think of any suggestions though I will definitely pass them along
 
That is true. Indeed the logic driving the program forward is spread out. But that is what turns it into so flexible and re-usable. Each system is responsible for just one small thing. Be it the taunt functionality, trample functionality, casting something from your hand, or performing the attack...
and at any point you can add a new system which completely changes how something else behaves.
 
yeah it definitely seems to have some advantages. For example, you were able to get the game working extremely fast and add lots of functionality extremely fast also. And we should be able to prototype ideas fast. Regular development teams would spend a lot of time working out the gameplay kinks by play testing with cardboard, but we can do it all remotely in our client and totally avoid that step
 
that is true
and the Replay functionality was also quite easy to add. Once I had decided which approach I should go with.
 
10:44 PM
7/9 classes unlocked on the euro servers :)
 
Back
 
Nice @bazola
 
it is interesting to play through the early stages of the game again
 
Indeed it is
Suddenly some cards are good again :P
 
lol, true
i just hope I don't end up spending more money on the game.. but once i get to a certain point I may decide to say screw it and get 40 packs
those first 40 packs give you so many options compared to not having them
 
10:47 PM
@SimonAndréForsberg on that pseudo-code could you think of something more... "vertical" that would look OK in a square container...Maybe something that also looks more low-level kind of like assembly or whatever
 
assembly huh? that would be low level! en.wikipedia.org/wiki/Assembly_language#mediaviewer/…
 
I was just throwing that out there lol.
 
C00D 7E C0 F1
 
I don't really know the different levels of languages other than Java -> Bytecode -> Machine language
 
@bazola I've never bought a pack so far in my life. :)
@Phrancis Would brainfuck be alright?
 
10:52 PM
@SimonAndréForsberg I know, but I'm not going to let that stop me! :)
 
LOL.
 
@Phrancis Brainfuck: >[-<+>]<
 
I don't know how you can even make any sense of that f>>>ing language lol.
 
If you want Assembly, perhaps you can take something from this one:
15
Q: 16-bit FizzBuzz in x86 NASM assembly

JamalSince this problem involves small numbers (particularly with a small loop count of 100), it's possible to ease the modulo operation setup by simply working with 16-bit and 8-bit registers: [AX] (16-bit register) ---------------------- = [AH] (remainder) [other 8-bit register] My main concern i...

 
11:15 PM
@bazola downloading Scene Builder now and will install shortly. I will probably need your help then, if you are still available
 
11:53 PM
yeah i'm around. one of the biggest problems is that when you try to drag things onto the scene, they will want to deposit themselves inside whichever anchor pane they are on top of. That means that if the scene is full of elements, you cannot place objects on the root anchor pane directly. One thing you can do is drag them directly into the bottom left box. in that box you can drag it on top of whatever container you want
 
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