Author Topic: General Discussion  (Read 3817502 times)

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Offline DarkTl

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Re: General Discussion
« Reply #9765 on: March 30, 2017, 09:30:10 AM »
Aaand I finished another huge random pack, the pink one. 1200 pictures this time. I don't even bother with jsons for them, since all color packs are the same, just with different id.

Guess I'll improve tavern minigames now.

Offline Xela

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Re: General Discussion
« Reply #9766 on: March 30, 2017, 10:43:42 AM »
Kewl.

I am gonna try to figure out new job methods...
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Offline Xela

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Re: General Discussion
« Reply #9767 on: March 30, 2017, 12:56:05 PM »
Yeah... I am going to call it a night and work on Jobs on Saturday morning, I am too tired in evenings to work on stuff this complex and there is nothing simple on the table atm.
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Offline DarkTl

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Re: General Discussion
« Reply #9768 on: March 31, 2017, 09:39:58 AM »
I don't see any difference at the equipment screen between short and tall values of the height field. I wonder if it's intended, I don't remember.

Offline Xela

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Re: General Discussion
« Reply #9769 on: April 01, 2017, 02:07:45 AM »
Me neither. Short/Tall works with the vnsprites and be iirc, but there are ways to call them without it.
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Offline DarkTl

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Re: General Discussion
« Reply #9770 on: April 01, 2017, 03:04:37 AM »
I mean, it's only to our advantage if sprites have fixed size at the equipment screen. Because characters will have more or less the same height, and thus popups to show lines at the equipment screen can be at the same height all the time, without the need to adjust them somehow.

Offline DarkTl

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Re: General Discussion
« Reply #9771 on: April 02, 2017, 11:28:12 AM »
Code: [Select]
            checking_list = [2, 3, 4, 5, 6]
            for i in dice_1:
                if i in checking_list:
                    result_1.append(i)
                    checking_list.remove(i)
I wonder how to make it in one line in python. It checks if elements of dice_1 are in checking_list, but without repeats.

Offline Xela

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Re: General Discussion
« Reply #9772 on: April 02, 2017, 02:36:53 PM »
Prolly not a good idea to operate on two lists with a one liner, you'd either have to wrap both methods in a func or write some goofy looking code.
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Offline Xela

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Re: General Discussion
« Reply #9773 on: April 04, 2017, 05:58:52 AM »
Any requests to improve job logs? Right now we have one large log for the building and a lot of smaller event logs. We could do just the one large log or per business logs or ...?
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Offline DarkTl

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Re: General Discussion
« Reply #9774 on: April 04, 2017, 07:44:33 AM »
I have issues with next day atm, so if there are any changes, I cannot see them anyway.
Code: [Select]
  File "game/library/screens/next_day.rpy", line 120, in script call
    call next_day_controls
  File "game/library/screens/next_day.rpy", line 120, in script call
    call next_day_controls
  File "game/library/screens/next_day.rpy", line 107, in script call
    call next_day_calculations
  File "game/library/screens/next_day.rpy", line 168, in script
    $ building.run_nd()
  File "game/library/screens/next_day.rpy", line 168, in <module>
    $ building.run_nd()
  File "game/library/businesses&buildings/classes - core_buildings.rpy", line 510, in run_nd
    self.env.run(until=101) # 101 will run events at 100 so it is more intuitive to manage.
Exception: (TypeError('acts() takes exactly 3 arguments (1 given)',), '<Process(request_room) object at 0x136bbfb0>')


1) We have several issues on the repo related to jobs, don't forget about them.

2) Per building log seems logical enough. However, we could use sorting by business inside it. Like, watch only cafe related parts.

2) Aside from it, currently it's not easy to watch over your business because you have to browse through all personal events at once.

Reading reports about characters activities during next turn may be fun, but it should be optional. There should be a place where all important events will be visible at once. Such as being attacked, leveling up, having no job without a reason, etc.

You report about them via so called red flags, encouraging players to look at personal reports to find out what's wrong. But often it means browsing through many dozens if not hundreds pages to find out what's wrong.
Maybe it should be possible to hide all unimportant personal reports, leaving only red flags.

Offline Xela

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Re: General Discussion
« Reply #9775 on: April 04, 2017, 08:02:17 AM »
I have issues with next day atm, so if there are any changes, I cannot see them anyway.
Code: [Select]
  File "game/library/screens/next_day.rpy", line 120, in script call
    call next_day_controls
  File "game/library/screens/next_day.rpy", line 120, in script call
    call next_day_controls
  File "game/library/screens/next_day.rpy", line 107, in script call
    call next_day_calculations
  File "game/library/screens/next_day.rpy", line 168, in script
    $ building.run_nd()
  File "game/library/screens/next_day.rpy", line 168, in <module>
    $ building.run_nd()
  File "game/library/businesses&buildings/classes - core_buildings.rpy", line 510, in run_nd
    self.env.run(until=101) # 101 will run events at 100 so it is more intuitive to manage.
Exception: (TypeError('acts() takes exactly 3 arguments (1 given)',), '<Process(request_room) object at 0x136bbfb0>')


I've pushed a fix for this (just the whore job) hours ago. That said, jobs code is completely out of whack, I thought I got the main line working but there are really bad logical errors there. Like for example we would iterate over all workers running check_occupation method that logs flags and stats... leading to some horrific issues that would be close to impossible to track as they don't throw any errors.

I would disable all Businesses and just work on other stuff for the time being.

1) We have several issues on the repo related to jobs, don't forget about them.

I know.

2) Per building log seems logical enough. However, we could use sorting by business inside it. Like, watch only cafe related parts.

Should be possible without too much fuss... but this sorting will have to wait a while.

2) Aside from it, currently it's not easy to watch over your business because you have to browse through all personal events at once.

Reading reports about characters activities during next turn may be fun, but it should be optional. There should be a place where all important events will be visible at once. Such as being attacked, leveling up, having no job without a reason, etc.

This is incredibly time consuming to implement but I will be moving logs to their own classes that may allow stuff like this.

You report about them via so called red flags, encouraging players to look at personal reports to find out what's wrong. But often it means browsing through many dozens if not hundreds pages to find out what's wrong.
Maybe it should be possible to hide all unimportant personal reports, leaving only red flags.

Should already be possible, maybe buttons are disabled.
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Offline DarkTl

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Re: General Discussion
« Reply #9776 on: April 04, 2017, 09:50:10 AM »
This is incredibly time consuming to implement but I will be moving logs to their own classes that may allow stuff like this.
If only we could simply look at red flags without dozens unimportant events, it already would be insanely useful. But...
Should already be possible, maybe buttons are disabled.
...I tried everything, I don't see a way to do it.

Btw some buttons during next day have incorrect size due to renpy updates.
« Last Edit: April 04, 2017, 10:12:33 AM by DarkTl »

Offline Xela

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Re: General Discussion
« Reply #9777 on: April 04, 2017, 11:12:42 AM »
Oki, we'll have to update the interface a bit either way, we'll add/restore flags sorting then.
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Offline Xela

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Re: General Discussion
« Reply #9778 on: April 04, 2017, 11:17:46 AM »
It's so weird how I get caught up in existing code structure missing the best and most obvious solutions... instead of all the loggers and passing flags around, we should just create NDEvent as the job starts and log everything to it, doing that at the end of a job makes no sense.
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Offline Xela

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Re: General Discussion
« Reply #9779 on: April 04, 2017, 05:26:46 PM »
I've tried two poker variants, one with hbox and bouncing, another with fixed and full control. You can revert on my last push to see what hbox variant looked like. We can add bouncing effects to none selected dice under fixed as well but it will not look as weird as with hbox :D

Fixed does allow other cool effects like the zoom/rotate thing that I did.
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