code logs -> 2009 -> Sat, 14 Feb 2009< code.20090213.log - code.20090215.log >
--- Log opened Sat Feb 14 00:00:35 2009
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00:45
<@Derakon>
Beta 4's out, TF, if you didn't see my announcement earlier.
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02:52
< Consul-Laptop>
Yay. IRC works on new netbook.
02:56
<@Derakon>
Hey Consul.
02:56
<@Derakon>
Beta 4 is out~ http://aegis-soft.com/games/fusillade/
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03:01
<@McMartin>
Yay beta 4
03:01 * McMartin will grab it after dinner
03:01
<@McMartin>
For SCIENCE
03:01
<@Derakon>
WISSENSCHAFT
03:22 * Derakon realizes that the Advanced course is locked in the beta he uploaded. Dammit.
03:23
<@McMartin>
Yay, testing the reg code mechanism~
03:23
<@Derakon>
That's more the "every time you change the Advanced course to fix a crash you need to re-set the permitted courses" mechanism.
03:25
<@Consul>
Laptop seems to have connectivity issues here in my room. In the room adjacent, it didn't have any trouble.
03:26
<@Consul>
Oh well, that's enough playing for tonight.
03:26
<@Derakon>
Arghle, have to fix the icons again...but it's not taking!
03:27
<@Derakon>
I've put fusillade.icns into Contents/Resources, and edited Info.plist, and it still has the generic icon.
03:28 * Derakon downloads his own damn game~
03:31
<@McMartin>
Looks good to me.
03:31
<@McMartin>
Though I have the busted one.
03:31
<@McMartin>
(With advanced locked)
03:31
<@Derakon>
Yeah, the uploaded one has the icon set properly.
03:31
<@McMartin>
Also: Beginner: 212,962 points, Counterspiral 5.
03:31
<@Derakon>
I'm now trying to replicate that again.
03:31
<@Derakon>
Nice.
03:31
<@McMartin>
I got my multiplier to 40-something before I took my first hit.
03:31
<@McMartin>
Homebullet = Inflector Heaven
03:32
<@Derakon>
Heh.
03:32
<@McMartin>
Then it went downhill very fast.
03:32
<@McMartin>
I think I can use the Inflector to good effect on Machinegun as well to force the subcannons off the screen, but I haven't worked out the trick yet
03:34
<@Derakon>
Machinegun is meant to be your introduction to using the inflector to help you stay alive.
03:41
<@McMartin>
Some more suggestions:
03:41
<@McMartin>
- "pinwheel" and "pinwheel2" need different names.
03:41
<@McMartin>
At the least, they should trade them, as pinwheel2 comes first.
03:42
<@McMartin>
- "Test" pattern should go away.
03:42
<@Derakon>
Yeah.
03:42
<@McMartin>
- Patterns should be reorganized to Beginnger, Intermediate, Advanced, Extra.
03:42
<@McMartin>
- 62,655, pinwheel2 3.
03:42
<@Derakon>
The problem there is that I don't want to enforce an artificial ordering on the courses.
03:42
<@Derakon>
Right now they're sorted alphabetically by course name.
03:43
<@McMartin>
Name them 01 - Beginner, 02 - Intermediate, 03 - Advanced, 04 - Extra, then.
03:43
<@Derakon>
Yeah...
03:43
<@McMartin>
Or be a cheat and put, like, \x01 \x02 \x03 \x04 in front and use it for sorting but strip out any characters below 32 when printing.
03:43
<@Derakon>
Is that basically the equivalent of py2exe or py2app, but for Linux?
03:43
<@Derakon>
Mischan.
03:44
<@Derakon>
(Talking about freeze.py)
03:44
<@McMartin>
(Not as such; the distutils are.)
03:44
<@McMartin>
(py2exe is a distutils extension, basically.)
03:44
<@Derakon>
Heh.
03:45
<@Derakon>
There, fixed binaries uploaded.
03:52
<@McMartin>
Homebullet 2 with Inflector locked.
03:52
<@McMartin>
(And scatterscatter 1.)
03:52
<@Derakon>
Heh.
03:52
<@McMartin>
(Spiral levels with the inflector locked = ;_;_;_;_;_;_;)
03:53
<@Derakon>
Aww, it's okay, seven-eyes. :)
04:02 * McMartin cracks 100,000 with the inflector locked!
04:02
<@Derakon>
Which course?
04:02
<@McMartin>
Beginner.
04:02
<@McMartin>
Because seriously, fuck Weave.
04:02 * Vornicus is pretty sure he's never gotten over 5000.
04:03
<@Derakon>
Heh.
04:03
<@Derakon>
Yeah, Weave with the inflector locked is...well, I've not passed it.
04:03
<@Derakon>
Not without sacrifice, anyway.
04:03
<@Derakon>
...oh, shit. Chris, you numbskull.
04:03
<@McMartin>
?
04:03
<@Derakon>
The version of beta 4 currently on the servers has extraneous output.
04:04
<@Derakon>
It tells me the keys for each course, which information I needed to fix the "You can't play Advanced because you haven't registered" bug.
04:04
<@Derakon>
Man, I am not together today.
04:04
<@McMartin>
Time to yank it and fix that too, I guess~
04:04
<@Derakon>
Yep.
04:07
<@Derakon>
Argh!
04:08
<@Derakon>
I copied the Info.plist and fusillade.icns files from the working copy I downloaded...and the icon's still wrong!
04:08
<@Derakon>
What do you want from me, blood?!
04:08
<@McMartin>
I want dinner.
04:09
<@McMartin>
Though not from you, really; I guess I'll get takeout on the way home.
04:09
<@Derakon>
Leftovers. In the fridge.
04:21 * Derakon scores 15132 on Advanced, turbo locked inflector, dying against windmill loop 1.
04:26
<@Derakon>
One more time, beta4 updated.
04:26
<@Derakon>
This is, like, beta 4.04. ;.;
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13:52 * TheWatcher finishes the code for the perl port of phpBB3 session checking, now goes to see if it actually works
13:53 * jerith goes back to testing his podcast analyser.
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14:43
<@TheWatcher>
Ahahah, it's alive!
14:58
<@gnolam>
Kill it. KILL IT WITH FIRE.
14:58
<@jerith>
It thrives on fire.
14:58
<@jerith>
Also malice.
14:59
<@TheWatcher>
And the souls of the damned, too. S'kinda nifty.
14:59
<@jerith>
Hmm. Seven lines of docstring, two lines of function body.
15:00
<@TheWatcher>
Sounds right to me
15:02
<@jerith>
Except there's a bug in those two lines.
15:02
<@jerith>
This is what happens when I try to write Haskell in Python.
15:02
<@jerith>
And I don't even know Haskell.
15:02
<@jerith>
Hah!
15:03
<@TheWatcher>
Wouldn't that be Haskthon, or maybe even pythell?
15:03
<@jerith>
You can't call len() on a generator, so I have to wrap it in a list first.
15:04
<@jerith>
s/wrap it in/convert it to/
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15:30
<@MyCatVerbs>
jerith: if you're committing Haskellisms, then I should warn you that length is a function that is oft considered a little unseemly, for it doth force the list's entire spine under all circumstances. :)
15:31
<@jerith>
MyCatVerbs: In this case it's a function for performing 'uniq -c' on a list of things.
15:32
<@MyCatVerbs>
jerith: alas, the Haskellish way of doing that kinda sucks, in that it gets supra-linear complexity despite the fact that you can get it in linear time with a good hash table. :)
15:33
<@jerith>
No, this is linear.
15:34
<@jerith>
I'm requiring the list to be pre-sorted.
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18:22
<@Attilla>
Hmm, C doesn't like using ^ on floats or doubles :( there a way around this?
18:22
<@Derakon>
Cast them to ints first.
18:24
<@Attilla>
Hmm, that's a point does it mind something being to the power of a float/double or a float/double being to the power of something?
18:24
<@Derakon>
...
18:24
<@Derakon>
^ is not exponentiation.
18:24
<@Derakon>
It's, um, bitwise negate, I think.
18:24
<@Attilla>
It is in my books! Okay, what's taking x to the power of y in C?
18:24
<@Derakon>
I don't think there's a built-in operator for that.
18:25
<@MyCatVerbs>
Attilla: pow(x,y) from <math.h>
18:25
<@Derakon>
Thanks, MCV. My C libs blanked on me.
18:25
<@MyCatVerbs>
Attilla: in C, ^ is bitwise XOR.
18:25
<@Derakon>
Ahh.
18:25
<@Derakon>
Is ~ bitwise negate?
18:25
<@MyCatVerbs>
Yes. ^^
18:25
<@Derakon>
Okay.
18:25 * MyCatVerbs gives Derakon a cookie! :)
18:26
<@Attilla>
danke
18:26
<@Derakon>
I had a lab back in college where we were given a set of algorithms to implement (e.g. "count the number of "on" bits in this 32-bit value") and a limited number of operators we could use.
18:27
<@MyCatVerbs>
Attilla: also, possibly you want to use log() and exp() (natural log and powers of e) instead in most applications. :)
18:28
<@Attilla>
I have <math.h> declared but it says "undefined reference to 'pow'"
18:28
<@MyCatVerbs>
-lm to your compiler.
18:30
<@MyCatVerbs>
Undefined references are linker errors. Means either you haven't specified something to link against libfoo with -lfoo, or much more rarely that you've forgotten to include <foo.h> which defines macro BAR(..).
18:30
<@MyCatVerbs>
It's one of those weird little failings of the C language that the math library isn't linked in by default and you need to specify it manually. Ah well.
18:31
<@Derakon>
Man, I'm so glad I don't need to compile my code before running it.
18:32
<@Attilla>
Hmm, this code is getting strange, it doesn't like calculating probabilities
18:32
<@MyCatVerbs>
Derakon: in vim, :map <F12> :w<CR>:!make<CR>
18:32
<@MyCatVerbs>
Derakon: compiling your code need not take any more effort than saving it in your text editor, provided you maintain a Makefile. ^_^
18:32
<@Derakon>
MCV: yeah, but then you have to wait for it to finish compiling before it'll run. I can just invoke it right off.
18:32
<@Derakon>
And you also need a Makefile. ¬.¬
18:33
<@MyCatVerbs>
Derakon: you have to wait for your 'terp to parse and load the script anyway, and for it to run long enough to produce output.
18:33 You're now known as TheWatcher
18:33
<@Derakon>
Yes, but that's one button press.
18:33
<@Derakon>
Not a press, wait, then press again.
18:33 * jerith has always preferred ** for exponentiation.
18:34
<@jerith>
(It's from FORTRAN, iirc.)
18:34
<@MyCatVerbs>
jerith: Haskell provides all three. :)
18:34
<@Derakon>
I don't really mind what's used, but I'd rather languages were consistent about it.
18:34
<@Derakon>
Then again, I usually only need square, so I often end up just doing x*x.
18:35
<@jerith>
Erlang only has C's pow() function.
18:35
<@MyCatVerbs>
jerith: but they have different semantics. (^) to raise a number to an integer power, (^^) to raise a number of type which may encode fractions to an integer power, (**) to raise a floating point number to another floating point number. :)
18:35
<@jerith>
So every time I need it for integers, I have to reimplement.
18:36
<@MyCatVerbs>
jerith: does Erlang have arbitrarily-long integer arithmetic?
18:36
<@jerith>
Yes.
18:37
<@MyCatVerbs>
Transparently, Scheme-style?
18:37
<@jerith>
(I solved a projecteuler problem by computing the whole of 100! and then adding the digits.)
18:37
<@jerith>
Yes.
18:37 * Derakon coughs.
18:37
<@Derakon>
That sounds like cheating to me~
18:37
<@MyCatVerbs>
Spiffy. Thanks.
18:38
<@jerith>
Derakon: No, it's avoiding the problems caused by languages that enforce stupid size restrictions on numbers.
18:38
<@Derakon>
Granted. It still sounds like cheating.
18:38
<@jerith>
On the other hand, Erlang doesn't have arrays.
18:38
<@Derakon>
Since AIUI the Project Euler problems are not supposed to be straightforwardly solved.
18:38
<@jerith>
So some things are linear time instead of constant.
18:39
<@MyCatVerbs>
Derakon: 100! is only 93326215443944152681699238856266700490715968264381621468592963895217599993229915 608941463976156518286253697920827223758251185210916864000000000000000000000000. :)
18:39
<@Derakon>
No random indexing?
18:39
<@jerith>
Derakon: Some of them are pretty simple, though.
18:39
<@jerith>
They're all linked lists, iirc.
18:39
<@Derakon>
No random indexing.
18:39
<@jerith>
Because of immutable state.
18:40
<@jerith>
lists:nth(7, mylist)
18:40
<@jerith>
(Or something like that.)
18:40
<@jerith>
But it has to walk the list to get there.
18:40
<@MyCatVerbs>
Er? Erlang isn't pure, and Erlang data structures aren't shared. Why would it need to not have arrays?
18:41
<@Attilla>
Hmm, i'm trying to remember the short hand for declaring that a value that is being printed/scanned is a double. It's not %d is it?
18:41
<@jerith>
Same reason Haskell doesn't, I expect.
18:42
<@Derakon>
%d is ints.
18:42
<@Derakon>
%f is floats.
18:42
<@MyCatVerbs>
jerith: ...I have news for you. :)
18:42
<@Attilla>
Yeah, but what about doubles?
18:42
<@Attilla>
I use %f to refer to a double and everything goes haywire or something
18:42
<@Derakon>
I've never needed more than maybe 5 digits of accuracy when printing. *shrug*
18:42
<@Attilla>
Well i'm dealing with factorials.
18:43
<@Attilla>
So I think I need the additional accuracy.
18:43
<@MyCatVerbs>
Attilla: Then you have another problem. %f refers to double specifically, not float.
18:44
<@Attilla>
Hmm? So what refers to floats then?
18:45
<@MyCatVerbs>
Nothing, according to the man page here. Presumably you have to cast 'em to doubles.
18:45
<@jerith>
Oh, I was confused there for a bit.
18:45
<@jerith>
I think it's more to do with immutability than anything else.
18:46
<@MyCatVerbs>
jerith: in Haskell, you have Data.Map for immutable log-time indexed sets. Data.IntMap is an optimized version for when the keys are Int (that's the fixed integer type) specifically.
18:47
<@jerith>
And with the fact that lists can hold arbitrary objects.
18:47
<@jerith>
Actually, I don't really know what I'm talking about.
18:48
<@MyCatVerbs>
jerith: then there's Data.Array.*. IArray provides immutable arrays - O(1) access, O(n) update, persistent. IO provides mutable arrays in - O(1) access, O(1) update, ephemeral and only in the IO monad.
18:48
<@jerith>
There's ets (Erlang Term Storage, iirc) for mutable key->value storage.
18:48
<@MyCatVerbs>
jerith: that sounds more like it. :)
18:49
<@jerith>
ets can provide O(1) lookup for unordered data or O(log(n)) for ordered data.
18:49
<@MyCatVerbs>
Haskell also has a lot of other little variations - e.g. Data.Array.Diff, Data.Hashtable - but they're not always all that useful. ^^
18:49
<@jerith>
There's a pretty heavy performance hit for using it, though.
18:50
<@jerith>
I very seldom actually need random lookups, though.
18:50
<@jerith>
Usually I'm walking a list.
18:51
<@Derakon>
Usually when I need random lookups, I also need non-integer-based lookups.
18:51
<@Derakon>
Go hashtables!
18:51
<@MyCatVerbs>
Derakon: balanced trees FTW. Requires only that the keys are orderable - which, when you think about it, is actually a much less strenuous requirement than being able to calculate good hashes from them. :)
18:52
<@Derakon>
Ahh, my hash tables usually have maybe 10 elements.
18:52
<@Derakon>
That's not much of a tree~
18:52
<@jerith>
Newer Erlang has an array module, which gives you immutable tree-and-tuple-based arrays.
18:53
<@MyCatVerbs>
jerith: that'd be the same idea as Data.Map, by the sound of it. ^_^
18:54
<@jerith>
Oh, right. How could I forget tuples?
18:54
<@jerith>
They're O(1) lookup, O(n) update.
18:56
<@MyCatVerbs>
jerith: same as Data.IArray. ^^
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20:29
<@Derakon>
Hrmph. My approach here is fundamentally flawed.
20:29
<@Derakon>
On mods/upload.php, I need to a) show that the user is signed in, or b) tell them that they need to sign in before uploading.
20:30
<@Derakon>
TW's kindly provided a Perl module to let me get the signed-in status and username.
20:30
<@Derakon>
Which means that I could have e.g. uploadprep.cgi get that data, then redirect to upload.php.
20:30
<@Derakon>
But then users who go straight to upload.php get weird behavior. That's no good.
20:33 * jerith considers.
20:33
<@Derakon>
And I could have upload.php check for a username, and if none is provided, redirect to uploadprep.cgi...but that just gets silly.
20:33
<@jerith>
Can't you ask the perl thing from inside the php?
20:33
<@Derakon>
How?
20:34 * jerith considers.
20:34
<@jerith>
I can't think of an easy way, but I try to avoid thinking about php in general.
20:34
<@Derakon>
Heh.
20:40
<@jerith>
I have a matter of grave urgency and importance to put before this forum.
20:41
<@jerith>
There is a piece of software that needs a name.
20:41
<@Derakon>
Call it "Pancakes".
20:42
<@jerith>
It basically takes a bunch of directories full of mp3s (or m4as) and turns them into a matching bunch of podcast feeds.
20:45
<@Vornicus>
Podcakes.
20:45
<@jerith>
That... could actually work.
20:45
<@Derakon>
Heh.
20:45
<@Derakon>
The script bakes your sound files into podcakes. :)
20:45
<@jerith>
It's the working name for now, at least.
20:45
<@jerith>
Thanks.
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21:04
<@Derakon>
Let this not be you! http://www.xkcdb.com/?5088
21:06
<@gnolam>
:D
21:07
<@jerith>
He got *windows* to boot from 128mb storage!?
21:07
<@jerith>
In other news, podcakes seems to be taken. :-(
21:07
<@Derakon>
Well, he got the embedded platform builder installed.
21:07
<@Derakon>
We didn't hear anything about it after that.
21:09
<@jerith>
podfudge seems free, but it doesn't have the same ring to it.
21:10
<@jerith>
PODMUFFINS!
21:10
<@Derakon>
Hee.
21:10
<@jerith>
The .com, .net and .org domains are all available.
21:21
<@Derakon>
Bloogh. Make the mods DB work, advertise the site, or start working on Selene...
21:21
<@Derakon>
I really should do those in that order, but I wanna work on Selene instead. ;.;
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21:45
<@Consul>
What's a quick and dirty way to set up a samba share on Fedora 10 so I can copy some stuff to a Windows machine?
21:46
<@Consul>
An app where I can tell it "share that directory, kthxbye" would be great.
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21:59
<@Vornicus>
what is Selene?
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22:14
<@Derakon>
Right. I've determined that I'm sick. That explains why I can't concentrate.
22:14
<@Derakon>
That said, no code today.
22:14
<@Derakon>
Instead I'll start working on design and assets for Selene.
22:15
<@Vornicus>
What is Selene, now that you're actually here to ask?
22:15
< Searh>
How can sickness exclude concentration?
22:15
<@Derakon>
Heh.
22:15
<@Derakon>
Searh: headaches and fatigue, mostly.
22:15
<@Derakon>
Vorn: Selene is my Lunatic Fringe imitation.
22:15
<@Vornicus>
aha
22:15
< Searh>
Fatigue? Go to sleep.
22:15
< Searh>
Headaches? Doesn't pose much a hindrance to me.
22:16
<@McMartin>
Then you aren't thinking hard enough~
22:16
<@Derakon>
I'm inclined to agree with McM here...
22:16
< Searh>
Heh.
22:16
< Searh>
I like headaches.
22:16
<@Derakon>
Your brain uses a tremendous amount of energy when you're thinking hard.
22:16
<@Derakon>
O_o
22:16
< Searh>
Well, not the nagging sort.
22:16
<@Derakon>
Anyway, this isn't the kind of fatigue that sleep cures. I got a good nine and a half hours last night.
22:16
< Searh>
But a good headache is nice.
22:16
< Searh>
Especially the delerium inducing ones.
22:17
<@Derakon>
Anyway, Lunatic Fringe is a freeranging 2D scrolling shmup.
22:17
< Searh>
Derakon: My philosophy is to sleep when I'm tired.
22:17 * TheWatcher sighs vaguely, applies liberal stabbings to the phpBB3 developers
22:17
<@Derakon>
Searh: assuming I could sleep instead of vaguely tossing and turning for a while, I'd wake up an hour later, still not feeling all that hot, but with the added bonus of an out-of-kilter sleep schedule.
22:17
<@Derakon>
But anyway, if it works for you, great.
22:26 * Vornicus should work on Realm's Ransom or VornMoO, which still needs a decent name.
22:26
< Searh>
Meh, schedule.
22:47 * TheWatcher vaguely ponders returning arrays v arrayrefs in perl, does some tests
22:50
<@gnolam>
Hmm.
22:51
<@gnolam>
To get the Source SDK to compile, to work on the projects I haven't touched for a month, or lie on the couch and watch TV, that is the question.
22:53
<@Derakon>
Hm...I'm worried that this is becoming too general.
22:53
<@Derakon>
I want Selene to be moddable, but "moddability" in terms of a scrolling space shmup is a rather vague term.
22:53
<@Derakon>
Since I plan to implement upgrades, obviously the upgrades should be moddable.
22:53
<@Derakon>
Ditto for the enemy ships.
22:53
<@Derakon>
But that starts to get pretty complicated.
22:58
<@McMartin>
Get it working first, then get it refactored.
22:58
<@McMartin>
Remember what happened to Niobium.
22:58
<@Derakon>
I know!
23:02
<@TheWatcher>
Niobium?
23:07
<@Vornicus>
Derakon: the obvious answer is to make each object a bulletml emitter.
23:07
<@Derakon>
Don't think I hadn't thought of that, Vorn~
23:07
<@Derakon>
Unfortunately, bullet hell and inertia don't mix.
23:07
<@Vornicus>
Point.
23:07
<@Derakon>
TW: Niobium was my college attempt to reimplement Flash, more or less.
23:07
<@TheWatcher>
Ah, okies.
23:07
<@Derakon>
A fully-generic 2D sprite-based game engine with Lua scripting.
23:07
<@Vornicus>
You'll have to mod bulletml itself to handle momentum.
23:08
<@Derakon>
Vorn: I more meant that any remotely interesting bullet pattern is impossibly hard if your ship keeps moving after you lift up on the keys.
23:08
<@Derakon>
Bullets have inertia if you let them.
23:08
<@Vornicus>
Well, yes
23:09
<@Vornicus>
But BulletML is itself very flexible; you can make very small bullet patterns.
23:12
<@Derakon>
Vim question: I want to remove the EOL character (i.e. merge the current line with the line following). How?
23:14
<@Derakon>
Ah. 'j' does what I need.
23:16
<@Derakon>
Design doc posted on my LJ. http://derakon.livejournal.com/317509.html
23:52
<@McMartin>
15:07 <@Derakon> Unfortunately, bullet hell and inertia don't mix.
23:52
<@McMartin>
If you want to see what happens when you try, I suggest trying out Target Acquired, my old HS project.
23:52
<@Derakon>
Is that the endless-waves-of-fighters game?
23:52
<@McMartin>
2D, yes.
23:52
<@McMartin>
Sable is the 3D one which was my college graphics final.
23:53
<@McMartin>
TA was my "port this to SDL to prove my worth to Reiche and Ford" project most recently.
23:53
<@Derakon>
I don't know those names...
23:54
<@McMartin>
http://www.stanford.edu/~mcmartin/target/
23:54
<@McMartin>
Reiche and Ford run teh company "Toys for Bob" and used to basically be the entire company.
23:54
<@McMartin>
Back when they wrote Star Control.
23:54
<@Derakon>
Ahh, right.
23:55
<@McMartin>
Hmm. I should move TA and Sable both over to HKN.
23:56
<@Derakon>
...I see what you mean. Score 5950 on my first try.
23:56
<@Derakon>
Though that included an "Oh, the little blue things aren't powerups" moment.
23:56
<@McMartin>
They're *kind* of powerups. But you shoot them.
23:56
<@McMartin>
You can also wiggle and thus hose down most of the screen while staying mostly still.
23:57
<@McMartin>
You can disable inertial, but a lot of the boss graphics glitch when you do. ;_;
23:58
<@Derakon>
...did you add some Zanac-style "he's shooting too much" responsiveness to this?
23:58
<@McMartin>
No, it's just randomly generated fleets.
--- Log closed Sun Feb 15 00:00:47 2009
code logs -> 2009 -> Sat, 14 Feb 2009< code.20090213.log - code.20090215.log >