Starting over was easier than I thought. Maybe I don't hate myself so much after all. Though it was easy mostly because I had the old scripts to fall back on for spare parts
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When I did read/write global stuff back in Partisan Legacy, I used constants to provide names for what I was messing with. It helped a lot in keeping everything straight -- until my code all got eaten by the HDD-crash-with-corrupt-backups monster.
Coding my card game would have been absolute hell without read/write global. As long as you have good notes, you should be fine. But yeah, it gets confusing using it. Slice code is even harder for me to read.
Well, I didn't quite mean to not use "read/write global" entirely. I imagine if you're making a card game there'd be a lot of places where you'd use them for fake arrays, but in these cases I'd write functions that point to where these globals are rather than use "read/write global" directly in the main code.
Keeping notes does work, but I'm so disorganized that I can't find what I'm looking for even if I take them :(
If I didn't have a way to dynamically refer to variables, I would have had to make a switch statement encapsuling ever possible card id AND rewrite this same code with slightly different values. There could be hundreds of cards. And this is only one place in the code. Basically, if we had arrays, stacks, vectors, or anything similar I could avoid it. As it is, this is really all I can do. Slice linked lists don't cut it when you're trying to do quick and dirty code.
Basically it's a contest where you make games the way you should have been without any contest at all. I am hoping to win it with Motrya, but there's one game I think will give me some rough competition. (Maybe more, I dunno)
No offense, but there shouldn't be anything rough about competition OHR-wise, so long as you're on good terms with the dozen or so devs who make the things. And even then...
Just send Motrya to me and I'll finish it up for you. Easy as sephy's mom.
hm hm, reading it. Okay, a few things:
- "people refuse to play because it requires them to fight random battles"
this is the #1 dirty secret of OHR development, it doesn't matter how well you use the default battle engine cause if you've played a few, you've played them all. If you're going with a card-system, you're way ahead of them.
- "Even James Paige once expressed a slight disappointment in the gradual reduction of games that actually use the default features"
this is the only reason you could lose, if whoever votes votes based on default features used. Or if James enters a Hamster update, mindful of the suck-up demographic.
(I bet the reason sephy's all gush-gush over mystic ark is cause of something naughty i've yet to find in there.)
No offense meant, but I'd never let your particular style of writing or game balance be a part of one of my projects, or at least this one. It would be completely counter-productive to what I'm going for. It's nothing against what you do, but to be honest stuff like Sword of Jade isn't especially my cup of tea, nor is it the cup for an eventual audience beyond people who enjoy indie games about doggies and high school philosophy courses. You've probably figured this out already, so I didn't have to tell you, but being nice to Charbile isn't the way we communicate with Charbile
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Comments 26
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Keeping notes does work, but I'm so disorganized that I can't find what I'm looking for even if I take them :(
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if((cardwin1+cardwin2+cardwin3+cardwin4+cardwin5)<<5)
then(
while(s==0) do(
z:=random(149,153)
if(readglobal(z)==OFF)
then(
s:=1
)
)
showcarddeckview(readglobal(z--110),3)
playsound(8)
text(954)
settag(600+readglobal(z--110),on)
)
If I didn't have a way to dynamically refer to variables, I would have had to make a switch statement encapsuling ever possible card id AND rewrite this same code with slightly different values. There could be hundreds of cards. And this is only one place in the code. Basically, if we had arrays, stacks, vectors, or anything similar I could avoid it. As it is, this is really all I can do. Slice linked lists don't cut it when you're trying to do quick and dirty code.
Reply
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Basically it's a contest where you make games the way you should have been without any contest at all. I am hoping to win it with Motrya, but there's one game I think will give me some rough competition. (Maybe more, I dunno)
Reply
No offense, but there shouldn't be anything rough about competition OHR-wise, so long as you're on good terms with the dozen or so devs who make the things. And even then...
Just send Motrya to me and I'll finish it up for you. Easy as sephy's mom.
hm hm, reading it. Okay, a few things:
- "people refuse to play because it requires them to fight random battles"
this is the #1 dirty secret of OHR development, it doesn't matter how well you use the default battle engine cause if you've played a few, you've played them all. If you're going with a card-system, you're way ahead of them.
- "Even James Paige once expressed a slight disappointment in the gradual reduction of games that actually use the default features"
this is the only reason you could lose, if whoever votes votes based on default features used. Or if James enters a Hamster update, mindful of the suck-up demographic.
(I bet the reason sephy's all gush-gush over mystic ark is cause of something naughty i've yet to find in there.)
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