Good vs. Evil

Discussion in 'Forum Games' started by Randomguy404, Oct 12, 2014.

  1. duckfan77

    duckfan77 Well-Known Member

    43 Yep... I think I'd enjoy the class if he were competent.
     
  2. GamerwithnoGame

    GamerwithnoGame Forum Addict

    44. The teacher can make a big difference.
     
  3. duckfan77

    duckfan77 Well-Known Member

    43 Absolutely.
     
  4. lenscas

    lenscas Over-Achiever

    44 yep, another fun thing is when a teacher says that the school he teaches at is insane.

    And.... I can't say I disagree with him.
     
  5. duckfan77

    duckfan77 Well-Known Member

    43 Is it cold there?
     
  6. MrMonsterGuy18

    MrMonsterGuy18 Well-Known Member

    42 Insane schools are never fun.
     
  7. GamerwithnoGame

    GamerwithnoGame Forum Addict

    43. My school was very mundane, which wasn't a bad thing.
     
  8. duckfan77

    duckfan77 Well-Known Member

    42 Mundande schools aren't bad, no.
     
  9. GamerwithnoGame

    GamerwithnoGame Forum Addict

    43. Is it hometime yet?
     
  10. lenscas

    lenscas Over-Achiever

    44 managed to work more on arena keeper. The wall and bed are now both defined using json files and thus in theory more items can be added simply by using them. I also fixed the rendering logic so tile features (like the wall and bed) can have transparency.

    Next thing is to change the buttons that allow you to select what to build so that that isn't hard coded any more. After that it should be ready for a new push to master (meaning an automatic new web build)
     
  11. duckfan77

    duckfan77 Well-Known Member

    43 ugh... I need to write an essay.
     
  12. lenscas

    lenscas Over-Achiever

    44 those suck.

    meanwhile, I got the buttons working so they aren't hard coded any more. Right now, an automatic build is running to update the online version :)

    edit: And... it used the wrong file in the /bin folder, meaning that although the build succeeded, the wasm file is broken. Hopefully, I got that fixed now though (still waiting on a new build and deploy)
     
    Last edited: Nov 17, 2019
  13. duckfan77

    duckfan77 Well-Known Member

    43 Well, got the essay done.
     
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  14. GamerwithnoGame

    GamerwithnoGame Forum Addict

    44. This is the 37914th post on this thread, which is pretty impressive.
     
  15. duckfan77

    duckfan77 Well-Known Member

    43 It really is. Not the most, but it's still been going quite a while.
     
  16. GamerwithnoGame

    GamerwithnoGame Forum Addict

    44. Indeed. I think moderators make you lose count is the most, right?
     
  17. lenscas

    lenscas Over-Achiever

    45 last time I checked it was, but that was ages ago....
     
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  18. GamerwithnoGame

    GamerwithnoGame Forum Addict

    46. It is, by some margin :)
     
  19. duckfan77

    duckfan77 Well-Known Member

    45 Not going to be sanding today...
     
  20. lenscas

    lenscas Over-Achiever

    46 working on the gui code for arena keeper again. Main problems that I'm trying to address:
    • Not being able to use anything more complex than a button.
    • The state of the GUI isn't remembered between update/draw calls, which gives the following limitations:
      • The idea of a focused widget is impossible.
      • Its impossible for me to change the cursor when you hover over an widget.
      • Every screen needs to remember to update their own widgets and remembers to redraw them
    • Rather coupled to my game, impossible to release as library.
    So far, the code is not for those that fear generics, but then again, so is most rust code

    Code:
    pub fn add_widget<R, W, Res>(&mut self, widget: R, layer_id: u64) -> Result<Response<Res>, ()>
    where
         R: RawWidget<Res, W>,
         W: Widget + 'a,
         Res: Sized,
    {
    //code here
    }
    
     

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