Cutey Zone

General Category => Cute Discussion => Topic started by: hubol on July 23, 2018, 03:43:19 PM

Title: News Posting
Post by: hubol on July 23, 2018, 03:43:19 PM
hi everyone i hate how small the text box is on the news page i was wondering if instead there was a cool smf hack that just refuses to dump any profile information when u make post's. we could just have a dedicated thread of nust
Title: Re: News Posting
Post by: hubol on July 23, 2018, 03:45:23 PM
like back in hc day's tini made a thread where all the posts read as "yip!"
Title: Re: News Posting
Post by: wilde32 on July 23, 2018, 06:50:11 PM
the gordon has spoken
Title: Re: News Posting
Post by: SquareWheel on July 23, 2018, 07:01:43 PM
It scales to your width, so you just have a tiny babby browser.

Easy enough to fix client-side.  Pop open the web inspector and change the <textarea> to uncheck width: 85%.  Or to do it automatically, copy this code into a Stylus script (https://chrome.google.com/webstore/detail/stylus/clngdbkpkpeebahjckkjfobafhncgmne?hl=en) to make the width larger.

Code: [Select]
textarea[name="news[]"] {width: auto !important;}
Title: Re: News Posting
Post by: SquareWheel on July 23, 2018, 07:02:52 PM
The other thing sounds complicated and awful and I don't want to do it.
Title: Re: News Posting
Post by: hubol on July 23, 2018, 07:11:49 PM
It scales to your width, so you just have a tiny babby browser.
my browser, at fullscreen, is 2560px wide or something stupid

Code: [Select]
textarea[name="news[]"] {width: auto !important;}
ok
Title: Re: News Posting
Post by: SquareWheel on July 23, 2018, 07:19:21 PM
This is what I see at 2560px width.

https://i.imgur.com/TNepTtq.png
Title: Re: News Posting
Post by: hubol on July 23, 2018, 07:53:42 PM
hm

https://cdn.pbrd.co/images/HvPEJRC.png
Title: Re: News Posting
Post by: SquareWheel on July 23, 2018, 08:50:19 PM
Dunno.  Thought it might be the theme, but pink theme didn't look any different for me.

I didn't even realize people were still newsposting.
Title: Re: News Posting
Post by: hubol on July 23, 2018, 09:11:07 PM
could be my poop ass high DPI display :watermelon:
Title: Re: News Posting
Post by: vgperson on July 23, 2018, 09:19:33 PM
Probably not, because it's like that for me too (Firefox) and I have a pretty standard monitor.
Title: Re: News Posting
Post by: SquareWheel on July 23, 2018, 09:45:57 PM
My monitor is 2560px wide.  When I shrink my browser down to 1920px, the text boxes collapses to only 100px wide.  So I'd say it's both that Frenchy is using a higher DPI, and that vg's resolution is probably standard 1920px width.

That's still a problem because most monitors are going to be 1080p.  Though in both cases the userstyle from above should do the job.
Title: Re: News Posting
Post by: aimaina on July 31, 2018, 03:01:23 AM
so the news hit the length limit..... i changed the database field from text to longtext (4 gigabytes of news! wow!) but it doesnt seem to stop the news from getting cut off. im guessing the php file that handles newsposting enforces the length limit as well or something?

i tried to fix it but my ftp password isnt working for some reason..... cook can u take a look
Title: Re: News Posting
Post by: SquareWheel on July 31, 2018, 04:44:03 AM
It's because StableHost messed around with the server paths last year, so /home3/ because /home4/.  FTP access now points to the wrong place.

I'll have to recreate your FTP login (and mine).  I'll send you a temporary password.
Title: Re: News Posting
Post by: aimaina on July 31, 2018, 03:47:30 PM
thanx for the p-word.....

hmm i looked at ManageNews.php and it doesnt seem to enforce an explicit size limit from what i can see..... it could be in some other function that gets called there but i dont know where to look

should we just do a news purge? and should we archive the news like with the last purges or just let it vanish forever.....
Title: Re: News Posting
Post by: aimaina on July 31, 2018, 04:00:13 PM
oh i think i found it.... its in the updateSettings function in Subs.php

although the database field supports 4 gigs of news i dont know if allowing that much will uhh cause problems so i increased the limit from 65534 to 1048544 (16x the amount of news....)
Title: Re: News Posting
Post by: SquareWheel on July 31, 2018, 04:31:14 PM
I only did the news purges before because performance became so awful after ~200 or so entries.  Don't think we actually hit the physical limit before.

I blame animated gifs for anything and everything.
Title: Re: News Posting
Post by: dcco on August 11, 2018, 08:24:54 AM
secretly workanig on a game. i just implemented ledge climbing which was 1000x more complicated than how important it is. i think it's funny because i put in way more frames of animation into it than anything else in the game.
Title: Re: News Posting
Post by: hubol on August 11, 2018, 01:32:13 PM
nice can u secretly post screenshot's???
Title: Re: News Posting
Post by: aimaina on August 11, 2018, 07:50:17 PM
im assuming this is a long term project you are talking about but its actually the weekend of The Game Jam That Made Cat Planet, ludum dare. the theme this time is "running out of space". ive already slept thru a good chunk of the first day but i might try to make something
Title: Re: News Posting
Post by: hubol on August 11, 2018, 10:31:13 PM
HMMMMMM i should make somethin but i probably wont
Title: Re: News Posting
Post by: dcco on August 11, 2018, 11:16:01 PM
here is a screenshot of game. im mostly just working on game mechanics and not levels so i dont have much else to show but soon..........
(https://i.imgur.com/72Hw9BJ.png)

i kind of want to get into doing small projects bc i feel like itd be fun but im really busy these days and i always just want to dump my free time into this thing.
Title: Re: News Posting
Post by: hubol on August 12, 2018, 12:32:04 PM
look's cute..... isnt that the same chara from that weird demo u showed ages ago? u made a whole scripting language and stuff
Title: Re: News Posting
Post by: aimaina on August 12, 2018, 01:28:37 PM
just got that hot libretta style diagonal grid movement working..... (the witchy sprite is a placeholder)
(http://love-game.net/img/libretta.gif)
im not entirely sure why it works actually. i was going to add like a variable that switches between horizontal/vertical to keep track of which direction you are supposed to be moving at each grid step but i started programming basic stuff first and its kind of just alternating on its own somehow because of the way i set things up? i programmed grid movement in a probably more robust way than i usually do (ive done some really sketchy shit in the past but this time i just took my existing topdown movement code and added some checks for whether you are aligned to the grid at relevant points)
Title: Re: News Posting
Post by: vgperson on August 12, 2018, 06:10:25 PM
I feel like I may have told you how it works some point before, but Libretta's diagonal code works like this: when you aren't currently doing "tile movement" but are inputting at least one direction, it starts "tile movement" again. However, if you're holding two directions diagonally at this point, it "cancels" the input for the direction that you're currently facing to keep it from deciding to go that way.

So that's definitely an intentional way of doing it, and I dunno how it would happen unintentionally, but good job? Maybe there's something unbalanced about your horizontal and vertical movement, or the timing of when you start a new tile movement.
Title: Re: News Posting
Post by: aimaina on August 12, 2018, 07:58:59 PM
let me try to figure out whats goin on.... my movement code looks like this
Code: [Select]
for each axis (x and y) {
  read input for [axis]
  if aligned with grid {
    set the character's speed along [axis] based on input
  }
  move [speed] pixels along [axis]
}
the "move" step actually moves one pixel at a time, stopping if either the character hits a wall, or if that pixel-move aligns the character with the grid

so what happens if you are aligned with the grid and hold up+right? something like this:
step 1:
- character starts moving right (because x axis happens first)
- character is now off-grid, so the up input is ignored and her y speed is zero
step 2:
- character is off-grid, so all input is ignored and she just continues moving right
.....
step M:
- character is still off-grid, but this step will move her back on to the grid
- x axis input is ignored (because off-grid), but x axis move happens and puts her back on grid
- y axis input is not ignored, because character is back on grid! y axis move happens and puts her back off grid, moving up
step M+1:
- character is off-grid, so all input is ignored and she just continues moving up
....
step N
- character is still off-grid, but this step will move her back on to the grid
- all input is ignored because off grid, and x axis move does nothing because her x speed is zero
- y axis move happens and puts her back on grid
step N+1
- same as step 1, cycle repeats

so its entirely just a weird artifact of the simple rules for movement and the execution order.... interesting
Title: Re: News Posting
Post by: SquareWheel on August 12, 2018, 10:33:39 PM
Neato
Title: Re: News Posting
Post by: aimaina on August 13, 2018, 04:43:53 AM
(http://love-game.net/img/tiles.png)

the classic tile game with 9 exciting puzzles..... love-game.net/tiles (http://love-game.net/tiles)

might polish this tomorrow or might just release it as is..... i dont feel like doing anymore work on it tonight

Spoiler (click to show/hide)
Title: Re: News Posting
Post by: SquareWheel on August 13, 2018, 05:57:52 AM
Have all finished except for the red background one.  Not sure how to do this one.
Title: Re: News Posting
Post by: aimaina on August 13, 2018, 06:12:58 AM
that is definitely the hardest one i think.... if you want a hint, heres a starting position from which the puzzle is solvable
Spoiler (click to show/hide)
Title: Re: News Posting
Post by: SquareWheel on August 13, 2018, 06:30:22 AM
Ah ha!  Thanks for the hint.  Was able to beat them all with a space remaining.

Spoiler (click to show/hide)
Title: Re: News Posting
Post by: aimaina on August 13, 2018, 06:33:02 AM
good jober! thanks 4 playing :honeydew:
Title: Re: News Posting
Post by: aimaina on August 13, 2018, 01:13:02 PM
love-game.net/tiles (http://love-game.net/tiles)

i added sheeps that you can talk to and they say silly dialogue. none of the dialogue is particularly interesting or funny but it makes the game cuter i think.....

i kinda want to just release it now, theres no ending but [sp]it would be kind of annoying to program the thing that checks if you have met the ending condition, due to how the game is structured.... the check for the first puzzle is coded in a very awkward way that i cant easily extend to the other puzzles[/sp]. and anyways if i added an ending it would probably just be like a pop up box that says "Wow, you did it" because i dont feel like doing more
Title: Re: News Posting
Post by: aimaina on August 14, 2018, 02:30:44 AM
wow i found a solution to the red background puzzle that doesnt trap you!! i was wondering if that was possible....
Spoiler (click to show/hide)
Title: Re: News Posting
Post by: wilde32 on August 15, 2018, 02:19:27 PM
i like the sheep
Title: Re: News Posting
Post by: hubol on August 16, 2018, 01:34:14 AM
this game is cute too but im also quite bad at it :dancedog:
Title: Re: News Posting
Post by: hubol on August 16, 2018, 01:35:46 AM
Spoiler (click to show/hide)
Title: Re: News Posting
Post by: dcco on August 16, 2018, 03:22:12 AM
tile game cool but i suck at puzzle games lmao