LaDestitute's Forum Posts

  • A hotfix for v1.1 is now available, come get it! I'll have some older versions available later today, which will be 0.7.5, 0.3, 0.2, and 0.9 but I'm gonna go get some rest.

    https://gitlab.com/LaDestitute/A-RPG-Ga ... ags/v1.1h1

  • This is intended as the second to last prealpha build before release, excluding any hotfixes after v1.2.

    https://gitlab.com/LaDestitute/A-RPG-Gamekit/tags/v1.1

    Edit:

    Please excuse a temporary downtime for download links. Am gonna restructure the gitlab tags/dropbox links so I can make the v1.0 build also available, if anyone is curious to check it out to see how far the gamekit has come

    I'll also throw up any really old builds I have after compiling them. Like, I probably might have something as old as prealpha 0.1

  • The move over to a variable-dictionary is now 95% complete, all eventsheets moved over (some legacy variables kept, such as Action breaking if moved to a dictionary key) and will do a passover in the morning tomorrow to doublecheck and ensure nothing was broke in the process.

    Also will need to doublecheck the moving of the State variable along with ensuring that the functions for saving/loading files or creating new ones fully works with the dictionary in mind (I'm tired and lazy so I glossed over that for now)

  • Standard RMA process. Talked through with EVGA, they printed me a shipping label, I just gotta print it. I need new printing paper and ink, though, it's been forever since I used a printer even.

    I dunno. It just arrived DOA. It came with a PSU tester and I had another PSU to test...the new EVGA one didn't even start the fan up with the tester, and it was right out of the box in pristine condition.

    Anyhow:

    The gamekit is now back with more development progress now...having gotten over the huddle of the bigger chunks of code to look over, so moving the gamekit over to a hashtable should be done fairly soon. A lot sooner than I calculated, actually.

    Also, now removing any solid estimated ETA...I'm gonna follow in Chucklefish and ConcernedApe's footsteps and just say the gamekit will be done when it's done. Less pressure on me and I generally perform better with no strict deadline looming over.

  • A grand total of $994.58. I can say goodbye to $109 from that, as the PSU I originally ordered arrived DOA, thus I'm using my much older but still reliable OCZ PSU. Thanks Ontrac, you shitshow >_>

    It only costed so highly because I had to buy the GPU I really wanted on Ebay...set me back about $354. Blame Bitcoin miners and them causing that ungodly stupid GPU shortage.

    Yep yep, much better!

    I did really need a break so taking a small month hiatus or so from my gamekit helped with my confidence a lot.

  • Yep yep, I've been absent for a while, I haven't touched the gamekit in a while, here's why!

    It was an upgrade that was in the works since mid December last year, I bought some of the parts up to this point and got the final parts last week...so I've been spending this weekend and the week before building my new rig, which is Ryzen based!

    For those curious, the specs of my new build is below.

    OS: Windows 10 Home (64-Bit)

    PSU: OCZ ModXStream Pro 600W (Semi-Modular)

    Motherboard: MSI B350 PC Mate ATX AM4

    CPU: AMD Ryzen 5 1500X Quad-Core 3.5 GHz

    CPU Cooler: ARCTIC Freezer 7 Pro Rev.2

    GPU: EVGA GTX 1060 SC VRAM

    RAM: 8GB Crucial DDR4-2133

    Boot-Drive: SanDisk Ultra 3D 250 GB Sata-III/NAND SSD (in an Icy Dock 3.5" Enclosure)

    Storage: Samsung 840 EVO 120 GB Sata-III/TLC SSD & WD-Black 1TB HDD 7200 RPM & WD-RE4 2TB HDD 7200 RPM

  • Managed to makeup the devtime lost from a BSOD in about three days, actually made good time. The gamekit's dungeon eventsheet is back up to speed near entirely, so we're back on track now.

  • I've lately been feeling a lot of stress and doubts as a developer, and I'm hoping I'm not the only one who gets these sort of feelings. I don't get them often but I do and sometimes it's just enough to make me pause. One of

    Subscribe to Construct videos now

    really resonates with me, specifically after the 3:15 point.

    Sometimes I think my efforts to develop a game or keep going to push out a finished product or prototype isn't worth it. Having people part of my small development community (whether on Discord or elsewhere), ones who came because of my development work, having them leave...it kind of stresses me out. Makes me think I'm a hack...I'm a fake...I'm not good enough...my development work is not good enough. Having people leave my patreon (which primarily exists for my programming endeavors) gives me the same anxieties.

    There's also a semi-personal programming deadline I've sort of been feeling. A pretty bad one, like a weight crushing myself, making me feel like I can't breathe at times. I had people waiting on me for a finished prototype and I had been lagging. Especially since I had a project that was beyond the feature-complete milestone and it wasn't long before it would be out, supposedly. I could make the excuses that my sleep habits or laziness makes development more difficult but I don't want to do that, as true as it is. Maybe I shouldn't be as hard on myself, though and just take my time when doing development work. It'll be done when it's done, right?

  • Progress on the gamekit is currently a slog. Somehow lost an entire week's worth of development due to a BSOD. Had backups being made from Construct 2 too, was fucking weird. Yet, after the BSOD, apparently only had a backup from 12/31/2017 left. Am trying to make up the difference ASAP. The system-vars to hash-table conversion will be done soon, hopefully.

    I'm currently trying to convert the gamekit from the engine's in-system global variables to variables stored in a hash-table to make it more self-contained. It's breaking lots of shit as expected, functionality wise and debugging it is both fun and also incredibly frustrating.

  • You'll need to have a separate OSX machine with C2 to export them properly to OSX builds. You can't run OSX in virtual machine either, as virtual machines do fucky things with the OS.

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  • LaDestitute

    In a year time when you look at a recipe "365790" you'll have no idea what it means. So I would recommend having recipes as text keys, not numbers. Say "wood,coal,iron", or with quantities: "wood:2,coal:2,iron:1", or with the final product name: "dagger#wood:2,coal:2,iron:1"

    Create a couple of functions that construct and parse these recipes using tokenat, tokencount expressions.

    You can sort the ingredient names in ascending order to make parsing easier.

    Another good option - create a table of all recipes in Excel, export it to a CSV file, use CSV plugin to search for recipes and ingredients.

    >         coal  wood  iron  bronze  wool
    dagger, 2,    2,    1,    0,      0
    sword,  2,    3,    1,    1,      0
    armor,  0,    0,    1,    0,      2
    [/code:20p7ax63]
    

    Okay, yeah wow, that's a much better solution. I won't use the csv2array plugin though, as I'm trying to make the gamekit out of the box and standalone.

    I already sort of know how to use tokenat by now but could you try walking me through it, please, just so I understand more clearly? Thanks!

  • A crafting/recipe system is on the roadmap for my gamekit as one of the last minute big features before release and I've been trying to tackle ways of going about said crafting system.

    Other than using some sort of array/database to store said recipes (and then checking for item-input results and/or if the inputted items match something is a whole other can of worms), one of my ideas to cover the output/item-input checking was to use a variable and append characters/numbers to for each new unique item and checking the result if it matches any of my specified stored recipes.

    Numbers might work better if in the sense of item-IDs, and as a simple example:

    Wood has an item-ID of 57 and Coal has an item-ID of 34. If variable-contents match 5734 or 3457 (allowing for both ways interchangeably, but it might get complex if there are more two items in a recipe, so lots of different results but that shouldn't be an issue here besides just more work), then remove items and output a few torches to the player's inventory and then clear the variable's contents afterwards.

    Besides that specific example, anyone got any examples or suggestions of how I could go about handling a crafting system?

  • Made a small screwup where 1.0 and 1.0-hotfix2 were packaged together. It should be fixed now.

  • https://www.dropbox.com/sh/tmv3e0mn32gm ... S_G8V2jW7a

    1.0-hotfix2

    A second albeit late hotfix has been released for the gamekit, fixing a few weird bugs:

    *Fixed player-state not resetting if the player exits a non-dungeon door while carrying a pot or bush

    *Fixed sword being able to be swung while lifting objects

    *Fixed bushes not being able to be cut down with the sword