code logs -> 2016 -> Sun, 18 Sep 2016< code.20160917.log - code.20160919.log >
--- Log opened Sun Sep 18 00:00:13 2016
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02:59 * thalass stabs conky
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21:37 * Vornicus attempts to vornball, discovers that obs doesn't like capturing excel for some reason
22:35
< Pinkhair>
gentlemen, I have butts. https://snag.gy/goI1xw.jpg
22:35 Pinkhair is now known as ASCII
22:43
<~Vornicus>
what the butt
22:44
<@TheWatcher>
The layout manager made an arse of those
22:48
< ASCII>
Well, I'm going to be using 9-sliced images for them so it shouldn't be a problem
22:48
< ASCII>
but I've been awake long enough that my threshold of amusement is low:D
22:52
<&Derakon>
That 11x3 array is giving me flashbacks to the awful GUI I encountered when I first started working at my first academic job.
22:53
<&Derakon>
Which had a similar array (3x10, I think) and whenever someone wanted to add some new functionality, they'd choose a button, give it a title, and add a click event handler to it.
22:53
<&Derakon>
Most of the buttons were blank (and did nothing), the rest had utterly inscrutable titles and were arranged completely at random.
23:01
< ASCII>
haha
23:02
< ASCII>
In this case, you can't really see from the screenshots but the buttons are actually draggable and resize based on what you drag them onto.
23:02
<&Derakon>
Ah, nice. The user-customizable GUI.
23:03
<&Derakon>
Made a widget once where you could make your own tool windows, by dragging controls from a "palette" into a grid, and choosing titles, icons, and colors for them.
23:03
< ASCII>
That is pissible, though probably outside my needs.
23:03
< ASCII>
Then again, I've come this far.
23:04
<&Derakon>
...pissible?
23:04 * ASCII can totally type
23:04
<&Derakon>
I thought it was some kind of slang.
23:04 * ASCII has great hands and they type really really well.
23:05 * ASCII came up with a game idea and can't tell whether it is horrible or not without some sort of prototype.
23:06
< ASCII>
and thus opened the rabbit hole of butts.
23:08
< ASCII>
The new unity gui elements are pretty great actually, once you figure them out. The toughest bit was how helpful it is in automatically depth sorting by hierarchy, thus putting the dragged element helpfully behind the slots you're dragging it to.
23:10
<@TheWatcher>
That's... yeah.
23:16
< ASCII>
So its depth changes when you drag it onto a different slot- and since each slot has a different depth, you are guaranteed that it will be in front of some, and behind others- and this will change as you dock it to different slots.
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23:19
< ASCII>
So instead of setting the depth(which it has but which isn't exposed to code) you need to explicitly move it in the hierarchy.
23:22
< ASCII>
On the other hand, in most cases where you aren't dragging shit around at runtime it works pretty amazingly, even with changing resolutions. Especially compared to the old gui system, which was less a rabbit hole than a sarlaac pit.
23:23
<&Derakon>
Heh.
23:27
< ASCII>
Also, now that gui non-design you mentioned is reminding me of the russian machine in Obduction.
23:29
<@celticminstrel>
?
23:29
<@celticminstrel>
(Also, was Obduction released?)
23:29
<@celticminstrel>
(If so, no spoilers please.)
23:30
<@celticminstrel>
(Well, no spoilers regardless, really.)
23:31
< ASCII>
It was released, and with a few caveats I liked it a lot.
23:32
<@celticminstrel>
Yay. Except I probably don't have the money to buy it.
23:32
<@celticminstrel>
But it'll wait until I do.
23:35
< ASCII>
It is an excellent example of the 'headbutting buttons and levers' genre. And maybe by then they'll have patched it.
23:37 catadroid [catadroid@Nightstar-lgu7f6.dab.02.net] has joined #code
23:37
< ASCII>
(The main technical problem isn't a 'bug' per se, but rather a bad design decision to put a lot of the puzzles across a loading screen that you need to cross back and forth repeatedly. Not sure exactly how they'd fix that, but since they clearly use a lot of streaming loading for the levels they could probably do SOMETHING.)
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23:40
<~Vornicus>
i'm glad I played riven on not-five-cds
23:43
< ASCII>
See, that was exactly what it was like. Except imagine a scenario where you had two buttons, each on a separate island. And the puzzle required hitting one, then the other, then the other, with a disc swap between them. That is a core mechanic of obduction.
23:43 catadroid` [catadroid@Nightstar-25ka0s.dab.02.net] has joined #code
23:44
<~Vornicus>
yecho
23:44
< ASCII>
It slightly ruins the effect of what really is a neat concept. Like, really neat.
23:46 catadroid [catadroid@Nightstar-lgu7f6.dab.02.net] has quit [Ping timeout: 121 seconds]
23:46
< ASCII>
Oh, and they bring back your favorite puzzle from Riven, vorn. Only a very easy version of it.
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23:48
<~Vornicus>
I heard there was a number system
23:49
< ASCII>
It is underutilized, but neat.
23:49
< ASCII>
Not really much of a puzzle since they translate it for you.
23:50
<~Vornicus>
meh!
23:52 * ASCII dunno, they probably had decades of angry feedback on that puzzle from riven :D
23:52
< ASCII>
I know it took me ages(pun not intended)
23:53
< ASCII>
If you want d'ni math puzzles you could always play Uru.
23:57
<~Vornicus>
heh. I finished the "main storyline" of uru but then the expanded bits eemed to have no point to them
23:58
<@ErikMesoy>
"Always remember the three main authentication factors: what can be easily guessed, what can be left in a cab, and what can be chopped off" -Mark Burnett
--- Log closed Mon Sep 19 00:00:28 2016
code logs -> 2016 -> Sun, 18 Sep 2016< code.20160917.log - code.20160919.log >

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