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Messages - 🐰 goodies 🐰

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106
Cute Discussion / Re: Great video from Funny Bunny
« on: May 27, 2016, 11:16:57 PM »
share the Funny Bunny Channel with everyone you know

107
Cute Discussion / Re: Just got this exciting PM.
« on: May 08, 2016, 08:04:35 PM »
And I think everyone is aware of my thoughts on the choice of forum software

The webs have advanced plenty since this was made, don't get why SMF is still developed yet still in the web development stone age tho

108
Cute Discussion / Re: Just got this exciting PM.
« on: May 08, 2016, 08:03:10 PM »
Hah, I never got a textbook.  Started learning PHP because I abandoned the other web design class, which focused on "building websites with tables".  Was dreadful.
Nothing like a good old fashioned course to teach you really out of touch stuffs

109
Cute Discussion / Re: sbw2
« on: May 08, 2016, 08:02:01 PM »
So how's this gonna work is it like Warioware rapid minigames

110
Cute Discussion / Re: Just got this exciting PM.
« on: May 08, 2016, 03:50:47 AM »
(I got one too)

111
Cute Discussion / Re: Just got this exciting PM.
« on: May 08, 2016, 03:50:17 AM »
But it might virus at me

112
Cute Discussion / Re: any one hear of "homestuck"?
« on: April 22, 2016, 10:28:33 PM »
If you really want to be like the kids you could add a bunch of gifs and say "literally" for every second word.

113
Cute Discussion / Re: just a regular ol thread here......
« on: April 22, 2016, 10:26:28 PM »
Fuck I have already been cursed like 5 times this week

114
Cute Discussion / Re: Pre-No Posting Week 2 Discussion
« on: April 18, 2016, 07:29:32 PM »
Then why do they need sanctuary

115
Cute Discussion / Re: Pre-No Posting Week 2 Discussion
« on: April 17, 2016, 08:02:31 PM »
I am guessing when you do the donkey will cry at how boss the sanctuary is

116
Cute Discussion / Re: sbw2
« on: April 16, 2016, 11:36:45 PM »
Pretty much ya. They stand as general guidelines to be mindful of to keep your code in a fit state, and as a way to think of solutions to existing technical debt. Imposing a fascist regime of code approval isn't really productive.

117
Cute Discussion / Re: sbw2
« on: April 16, 2016, 11:22:34 PM »
That works out in its favour I think, because the decoupling of objects makes them more extendable and interchangeable, meaning you can reuse and expand on existing stuff. You could end up with your own versatile framework for your minigames.

I will stop taking over your thread with programmy stuff now and return to the shadows

118
Cute Discussion / Re: Pre-No Posting Week 2 Discussion
« on: April 16, 2016, 11:00:53 PM »
How are there so many donkeys that need sanctuary I don't think I ever saw one irl even

119
Cute Discussion / Re: sbw2
« on: April 16, 2016, 10:34:18 PM »
More flexible, but consistently doing that can again lead to huuuuge classes that just do all the work, which are nasty to work with (been there, done that!). See:
https://en.wikipedia.org/wiki/Law_of_Demeter

It is a really easy trap to fall into, and of course you can try and follow this stuff to death at the risk of productivity...but it is good to bear it in mind. Of course, there are places where you have to force the rule which ends up worse than if you just violated it. YMMV.

In terms of my recommendation on using other libraries/frameworks, something that is constantly mentioned in programming is "reinventing the wheel" (https://en.wikipedia.org/wiki/Reinventing_the_wheel). It is again very easy to do this, it is a consistent battle that has to be fought.

120
Cute Discussion / Re: sbw2
« on: April 16, 2016, 08:53:52 PM »
nah we're using a custom engine.... so positions and speeds are all represented as vectors. incrementing a position by a directional vector is as simple as pos.add(spd)

i've used default methods before theyre also pretty handy!!!!

theres a lot of variation in the number of Entity instances per minigame, but either way a few floating points that are being wasted arent an emergency situation, but its just the idea of There Is Waste Here kind of bugs me. ur idea of abstracting game behaviors using interfaces is kind of being used already. theres a collideable() method that returns a rectangle.2D that represents the mask... there are some others too that mostly are useful for the editor oddwarg designed....

i think i solved my problem though and im pretty satisfied with it!!!!!! i like that im not using magic ints for the alarm events anymore and i can have references to each alarm if i choose!!!
Making your own engine is fair enough, but libraries and frameworks can provide solutions for common tasks such as this. It is fair enough if you are writing it all yourself for hobbyist's sake tho

"able" is generally the suffix of the interface itself, so you would generally have a Collidable interface with standard methods that would allow the object itself to check if it has collided with another itself, in a more "tell don't ask" kinda way

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