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12:00 AM
RELOAD!
[Cardshifter/extra-resources] 1 commit. 1 addition. 1 deletion.
[rubberduck-vba/Rubberduck] 22 commits. 1 opened issue. 1 closed issue. 2 issue comments. 6044 additions. 1081 deletions.
[Vogel612/TranslationHelper\‌​] 9 commits. 4 opened issues. 1 closed issue. 1 issue comment. 327 additions. 25 deletions.
 
Duckies have been going at it good
 
the ducks were productive, as always.
 
@Duga What's up with the extra '\' there
 
I've been wondering the same thing ^^
 
Saved Cardshifter/Cardshifter
Saved Cardshifter/cardshifter.github.io
 
12:02 AM
@Phrancis unfortunately I rolled back the deployment to fix this ^^
 
Saved Cardshifter/extra-resources
 
Oh well
 
Saved ckuhn203/Rubberduck
Saved Hosch250/MeekSTVVoteCounter
Saved Hosch250/ResxEditor
Saved Hosch250/ResxTranslationHelper
 
Saved Hosch250/Rubberduck
Saved Phrancis/GroovySwingPostgres
 
12:03 AM
@SimonAndréForsberg Good night!
 
Saved rubberduck-vba/Rubberduck
Saved ShearOfDoom/Cactus
Saved skiwi2/BusinessSoftware
Saved StackExchange/StackExchange.DataExplorer
Saved Vannevelj/RoslynTester
Saved Vannevelj/VSDiagnostics
Saved Vogel612/TranslationHelper
Saved Zomis/BrainDuck
Saved Zomis/CodeReview-Shield
Saved Zomis/Duga
Saved Zomis/Minesweeper-Analyze
Saved Zomis/Prosit
Saved Zomis/Rubberduck
Saved Zomis/StackSTV
Saved Zomis/SudokuSharp
Saved Zomis/test
 
Wow, @Duga's got a big job
 
She's a busy bee bot!
 
 
1 hour later…
1:25 AM
@SimonAndréForsberg sorry, i meant to say it would be nice to see cardshift compile to a directory like "jars" rather than "libs", which is misleading because the files are executable
 
2:15 AM
Hey @MotokoKusanagi
 
3:06 AM
@Phrancis hi
 
 
6 hours later…
8:37 AM
hey
 
 
2 hours later…
10:32 AM
@SimonAndréForsberg ^^ Is there an issue way I can find how you solved this and/or why this issue has been closed?
 
@MotokoKusanagi aha. I normally run gradlew dist though, which puts it in a "distribution" folder IIRC.
 
I also just realized that we could let @Duga do some completely awesome things...
We can circumvent wahtever limit the chat imposes by sending images ;-)
 
She already does completely awesome things.
2
Why on earth would we want to do that?
 
I'm seeding you talking about things as listing issues etc. and I'm thinking that's not easy to do easily, but it would possibly fit in an image
@SimonAndréForsberg /s/awesome/Groovy/
 
@skiwi I solved it by putting things in the database instead. And with some recent changes, she doesn't really need that information at all (she doesn't ping anyone when a build fails anymore)
@skiwi I prefer things to be clickable and copy-pastable.
And text should be text, not an image.
 
10:40 AM
@SimonAndréForsberg I mostly agree on that, but it's just an option we can take if text doesn't work
Before today I totally didn't realize that a bot could respond with an image instead of text
@SimonAndréForsberg Okay, makes sense, I just couldn't find a reference easily
 
just need a way of uploading the image, I think a request to another site would be needed then. But anyway, I don't see any reason for why @Duga should upload an image at the moment.
 
A request to the chat would probably work here, the one the "upload..." button uses
 
I made the issue only as reference, not as a real "issue"
I wasn't sure at that time of the Github API was going to support that soon
@SimonAndréForsberg Looks easy enough then, generating the image might be more challenging, but well,
 
although the request payload for uploading an image might be a bit difficult to reproduce...
@skiwi either way, I found no reason to keep it open. Wasn't possible for either of us to fix anyway.
 
10:48 AM
It could create really nice charts when requesting SE site info ;-)
 
There's SEDE for that
 
 
1 hour later…
12:16 PM
Hey everyone!
 
12:36 PM
libGDX 1.6.4 released http://ift.tt/1LVYW8T
 
12:54 PM
@SimonAndréForsberg I've been thinking of a more OOP approach, but it feels like the cleanest way is to pass in an array of buttons which are created in the GameScreen class
 
 
1 hour later…
2:00 PM
 
@Duga The user link is wrong it should be github.com/badlogic
 
@Marc-Andre I think I have some kind of organization support... but not quite sure
 
I'm not sure what you're talking about. I think that the creation of the user link for a tag is wrong. See chat.stackexchange.com/transcript/message/22654021#22654021 this one is a good one.
 
Have you guys seen the MtG cards generated by a neural network? It's amazing.
in Game Development, 9 mins ago, by Lokkij
MtG cards generated by a neural network can be pretty hilarious. I'm really looking forward to more Zampire cards and more cards with "defline" and "when a creature dies, you may have more spells" :P
The ones later in the article are actually pretty good :D
 
@Marc-Andre Hmmm, that one I don't know
@Lokkij Going to look into that!
@Lokkij Are the images also neural generated?
 
2:08 PM
I don't think so
 
Aww :p
What about the creature names?
I so hate that those sites consist of multiple pages though
 
Yeah the names are generated
> gives all creatures +2/+2 and the feel
 
Did the AI add the ...And stay dead!?
 
I don't know.. it'd be amazing if it did!
 
2:24 PM
Monking
 
hey @Phrancis
Tromple!!!
 
Hey @Phrancis!
 
Been playing a bit of the TCG from The Witcher 3, called Gwent - It's pretty fun! (but way different from most TCGs)
 
2:40 PM
(whoops - all in German. Oh well)
 
You;re playing in German ?
 
No, the screenshot is though
(it's on PS4, can't take screenshots easily)
I was going to post some of the mechanics as future feature requests for Cardshifter, but the gameplay is so radically different than what we have, I'm not sure it would be very feasible
Or... would it...
Hmm.
 
how is it so different?
 
2:55 PM
Well, the GUI (obviously) is different because it has multiple rows per each player
However, that behavior could be emulated (albeit not visually) using our creature types
 
@bazola make it work, then we can see how to improve it
 
The main gameplay thing that we don't support, is you see how each row has a number to the left, and those 3 numbers add up to a total for each player?
 
@Marc-Andre hmm... damn right. I'll look into that.
 
In this game there is no Attack/Health mechanisms, neither is there player health or mana
 
@Lokkij that's quite interesting...
 
2:58 PM
Also, the number of cards is fixed, as in, you draw 10 cards at the beginning, then you have to mulligan 2 cards, and then, you don't draw any more unless you play a card that has an effect to draw X cards
 
@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
 
@Phrancis add an issue for it anyway, maybe sometime, some day it could be supported.
 
OK
 
Best method call ever...
 
3:07 PM
@Simon Right now if I wanted to make an effect like onSomeTrigger { change ATTACK by double on { ... } } is there any supported way?
 
mangled = valhalla.specializer.Specializer.specialize(name.replace('.', '/'), new ByteArrayInputStream(input), specs, URLClassLoader.this);
That specializer.Specializer.specialize made me lol
 
@Phrancis edit the DSL support code to add that. But it depends greatly on what the onSomeTrigger is
or oh, you meant the change ATTACK by double...
not yet, no.
 
ok
 
@skiwi I'd assume that valhalla.specializer.Specializer is the fully qualified class name.
 
can't you do : change ATTACK by current_attack * 2 or something similar ?
 
3:15 PM
not at the moment, no
 
@SimonAndréForsberg Yeah
@Marc-Andre Is it an idea to add a this variable? Or is that too difficult?
 
@skiwi I have no idea you should ask @SimonAndréForsberg ;)
 
@Marc-Andre Right ^^
 
@skiwi How about you play around with Groovy DSL a bit more?
@bazola I sense an incoming CR question
 
3:18 PM
yeah
 
@SimonAndréForsberg How about that's a good idea?
Just almost caught up on my emails
 
but unfortunately i have to create ALL of the buttons in the game screen.. I'm sure you will have something to say if you want to answer :) the issue was that one of the buttons needs additional functionality, so the GameScreen needs to know when that button is closed. i probably should have subclassed but this is not too bad i guess
 
@bazola That looks really good
2
 
that it does ^^
 
thanks :)
i did find a slightly cleaner way so it won't be too horrible to look at simon
 
3:35 PM
we'll see about that ;)
 
3:53 PM
@SimonAndréForsberg How's the @Duga memory issues?
 
@skiwi better.
 
Nice
Oops, I almost fell literally asleep
 
4:07 PM
Looking through my emails @Simon, are you no longer referring Github issues in your commits? Any specific reason for it?
 
I do sometimes
 
I found that all issues that have been closed recently are not tracable to the actual code
 
1
Q: Take These Buttons Back

bazolaI created a side bar of buttons for my game, the idea being that if you click on the "main" button of the group, the rest of the buttons in the group would pop out from the side of the screen. Later, I wanted to make it so that if you open one of the side menus the other ones would close. I tho...

 
@skiwi take a look at the date of the issues being closed and you'll probably be able to pinpoint a series of commits around that date that addresses it
 
@SimonAndréForsberg True, but I'm lazy and used to direct links by now :P
I'm probably getting spoiled by commercial tools
 
4:19 PM
or maybe you're just spoiled...
4
 
4:39 PM
I have internet now at home, I can breath again :P
 
these AI generated MTG cards seem pretty crappy
 
They get better later on in the article
But they're definitely not perfect, no :P
 
5:07 PM
> is the TCG that is part of The Witcher 3 game. Some of the Mechanics are quite unusual, as far as TCGs are concerned. I'll draw the main lines here, and we can discuss the details in comments.

[General info](http://witcher.wikia.com/wiki/Gwent) & [Cards](http://witcher.wikia.com/wiki/Gwent_Cards)

---

**Cards**

- There are 4 factions each with reserved cards, as well as a pool of common cards ( ref. issue #175 )

- There are 3 creatures classes or types: Close, Ranged, Siege. Tho
 
@Duga That was a good bit of typing!
 
5:23 PM
profiling is helping me today:
 
nice typing, @Phrancis
 
at first i was like, well profiling is not showing me anything.. then i started clicking on some things and the CPU usage shot up to 100%
 
@SimonAndréForsberg Merci :)
 
Interesting gameplay...
But a TCG without attacking/defending, isn't it a bit weird to play?
 
5:41 PM
@SimonAndréForsberg do you happen to know why the CPU tab of Java Monitor is blank?
 
6:02 PM
@skiwi It sounds unusual, but it's actually quite fun
 
@Phrancis But it's only available inside The Witcher 3?
 
Sometimes, for example, you have to sacrifice a round you're unlikely to win, to conserve your cards for the next round, and there are some interesting bait-and-switch tactics
 
It's not completely clear how you win the game to me though
 
Best 2 out of 3 rounds
I'd suggest perhaps to check out a video on YouTube, it might make more sense then
 
But you don't redraw the cards in the new rounds?
 
6:05 PM
@skiwi They have also released a real, actual TCG with the same mechanics
 
It seems like my browser gets rendering issues past using 2,754GB RAM...
 
@skiwi No. There is one faction that has the benefit to draw 1 card when a new round starts, but other than that, you're stuck with your starting hand + whatever cards you're able to draw from card effects
 
It's... interesting, a TCG without actually fighting
(Looks like I'll need to reboot my browser)
 
Yeah, it's less of a "fight" and more of a "battle"
 
Even closing my browser crashes
 
6:11 PM
An example of the "battle" type mechanic are the weather cards, which are very strategic, because they affect troops on both sides. So if your opponent has mostly Close cards, and you have mostly Ranged or Siege, if you have a Snow weather card it gives you a huge advantage for that round
 
@Phrancis Hmm... ok
It's interesting, but doesn't really fit my personal definition of a TCG
(How I would expect one to work)
 
^^ That's exactly the point, it's "outside the box" and that's what makes it fresh/interesting :)
2
It mixes elements of RTSG along with TCG
 
Well, if you want outside the bos stuff, then make a neural network that can design TCGs :D
10
Q: GitHub for Windows does not see changes in repository

bowlI have created a repository using GitHub for Windows (GfW) and added 3 commits and synced using aforementioned. Commits were visible on GitHub webpage and in my app. Then my brother forked my project to start collaborating with me. He successfully cloned it using GfW. Then i made changes on my ...

So... There's a GitHub client that uses "Sync" as keyword and not "Pull"/"Push"? That's asking for trouble
 
6:45 PM
@SimonAndréForsberg turns out it was a couple things. There was a little "resume cpu profiling" pause/play button that i had to click. but in addition, i had to right click on the background, open CPU Profiling Preferences, and add classes to the list of what was being profiled
it still doesn't really work right though
 
> I think this is an essential mechanic of almost every TCG I've ever played. I searched for an issue for this but could not find one specifically for this. I think this should be a pretty high priority.

Example:

afterPlay {
draw n cards [from drawPile | discardPile] { [creatureType 'foo']; ownedBy 'you' | 'opponent' | etc. }
}

This might be a bit much at first, we could probably settle for a simpler implementation until we implement specific "piles" of cards. Somethin
 
@Phrancis TODO: Update README.md in main repo
3
 
> The reason why you couldn't find an issue for this is probably because most of it [is already implemented](https://github.com/Cardshifter/Cardshifter/blob/master/cardshifter-core/src/main/resources/com/cardshifter/core/modloader/EffectDelegate.groovy#L123)

A syntax example is: `drawCard 'you', 4`

The rest is very related to #290.

I'm leaving this issue open though, but adjusting it a bit to be about drawing from other zones, and only drawing some specific cards. (like your `creatureTy
 
7:06 PM
@Phrancis TODO: Update effects modding guide to add drawCard effect
3
 
7:16 PM
OMG. Internet Explorer really doesn't get along with GitHub anything!
 
well, back to square one with the profiling. I reduced CPU usage by 50% but i still see massive slowdowns on mobile when i let the game tick at 100ms
in the monitor it shows the memory use barely ever goes over 60mb, and the processor use only goes up about 3-5% when the game is paused vs running at full speed, but of course that is all on the desktop
 
7:51 PM
if i had read one more line of documentation i would have realized i needed to do com.bazola.isoworld.*
 
 
2 hours later…
9:24 PM
Silly me, I had already documented drawCard ...
3
 
@Phrancis lol ;)
 
9:40 PM
// Groovy regex
regex =  '''(?ix)          # enable case-insensitive matches, extended patterns
            (\\d+)         # 1: The disk space we want
            \\s+           # some whitespace
            \\d+%          # a number followed by %
            \\s+           # some more whitespace
            (/nfs/data.*)  # 2: partition name'''

pattern = ~regex
matcher = pattern.matcher(dfOutput)
^^ @Simon @skiwi how to do regex like a pro with Groovy :D
(example from a wiki, I didn't write that) ngdc.noaa.gov/wiki/…
 
9:53 PM
the benefits of profiling:
sorry, the first one is the after picture :)
 
 
2 hours later…
11:45 PM
Loki Astari vs. Simon André Forsberg: 3534 diff. Year: -2242. Quarter: -646. Month: -646. Week: -326. Day: -25.
200_success vs. janos: 16014 diff. Year: -3641. Quarter: -715. Month: -715. Week: -272. Day: +108.
Mat's Mug vs. Simon André Forsberg: 183 diff. Year: +1134. Quarter: -431. Month: -431. Week: -61. Day: -5.
200_success vs. rolfl: 1047 diff. Year: +301. Quarter: +635. Month: +635. Week: +612. Day: +124.
 

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