Author Topic: vibeo game???  (Read 62267 times)

aimaina

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Re: vibeo game???
« Reply #45 on: January 17, 2017, 11:52:06 PM »
nop.... i might have some bullshit puzzle involving those later but for now u just hit em all in whatever order
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hubol

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Re: vibeo game???
« Reply #46 on: January 18, 2017, 09:13:37 PM »
this game has cute dialog and also i like the lil speech bubble that shows the arrow u should push to talk to an npc.... when are u gonna add cute sounds

aimaina

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Re: vibeo game???
« Reply #47 on: January 19, 2017, 01:58:25 AM »
not sure when im gonna do sounds (& music) probably ill start work on that when i dont feel like working on other stuff......
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Tinister

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Re: vibeo game???
« Reply #48 on: January 19, 2017, 08:39:15 AM »
Like your masters?

aimaina

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Re: vibeo game???
« Reply #49 on: January 19, 2017, 01:04:59 PM »
hapy bird day hubol :apple: :orange: :apple:
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hubol

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Re: vibeo game???
« Reply #50 on: January 19, 2017, 09:01:04 PM »
thank u!!!!

SquareWheel

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Re: vibeo game???
« Reply #51 on: January 27, 2017, 12:22:39 PM »
Hey hubs you know Java.  What's a non-stupid way to do this?



Don't want to have to be overloading this thing for every possible number type.

Tinister

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Re: vibeo game???
« Reply #52 on: January 27, 2017, 02:04:01 PM »
If it's anything like C# then there most likely isn't one.  I mean you could write a method that takes in a functional interface and/or write a generic method that has runtime constraint checking, but I wouldn't call those non-stupid.

Luckily they're not gonna add new number types to the language.

hubol

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Re: vibeo game???
« Reply #53 on: January 28, 2017, 12:59:31 AM »
there isnt a way, theres no relationship between primitives you can exploit for that. its ugly but thats what we do too.
also, it may be worth testing if
Code: [Select]
public static int clamp(int value, int min, int max){
if (value < min)
return min;
if (value > max)
return max;
return value;
}

is faster by any margin. :dancedog:

also i would indent but im on mobile

SquareWheel

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Re: vibeo game???
« Reply #54 on: January 28, 2017, 03:51:49 AM »
Thanks for the help cuties.

theres no relationship between primitives you can exploit for that.

So I was looking at the decompiled classes in my IDE, and I see that Integer and Float both inherit from a Number class.  I thought maybe I could use those Generic guys to work with both, but it seems there's no good solution there either.

Overloads it is.

hubol

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Re: vibeo game???
« Reply #55 on: January 28, 2017, 12:56:13 PM »
stinks :-(

i was going to suggest trying Number, but interesting that it doesnt work.

SquareWheel

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Re: vibeo game???
« Reply #56 on: January 28, 2017, 01:07:46 PM »
I'm kind of surprised.  I thought "accept any type of number" would be a pretty common thing for a method to do.

Oh well.  It's not like I'm writing my magnum opus.  I'm trying to worry less about doing everything in super clean ways and obsessing over the small stuff, and instead actually finish more projects.

I liked the way Garry Newman put it.

Quote
Some people code like they're painting the Sistine Chapel. Taking their time, obsessing over every class, every line. Constantly revisiting.
I code like I'm painting a house. And I've got 10 more houses to paint by the end of next week.

hubol

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Re: vibeo game???
« Reply #57 on: January 28, 2017, 01:59:19 PM »
idk in grames development it gets a little annoying when i havent made code that can easily be revisited/extended especially when im paying attention to user feedback. but if im making something for myself (right now im making an editor for a minigrame in sbw2) then its probably ok if things arent the best-written

also i tested if my clamping function would perform better than yours and the answer is they are the same

SquareWheel

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Re: vibeo game???
« Reply #58 on: January 28, 2017, 11:13:49 PM »
Well that's good to know.  I figure with the way JVM optimizations work that doing constant numbers a million times would just start caching the result before long.

aimaina

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Re: vibeo game???
« Reply #59 on: February 03, 2017, 06:08:03 AM »
hey vg im curious how hard it was to implement the text system in libretta (or any of your other games with text but that seems like the most complicated one) and if theres any important text system lessons youve learned from it..... i just got dialogue trees working (love-game.net/witch/0013) and my text system is a horrible nightmare mess, ive had to rewrite major parts of it multiple times because some bad design decision made it impossible to do certain stuff..... it still sucks completely but its slowly sucking in a more flexible way
~Without love, the truth cannot be seen~

this is watermelon :watermelon: put her in your signature so she can achieve world domination