code logs -> 2009 -> Sat, 11 Apr 2009< code.20090410.log - code.20090412.log >
--- Log opened Sat Apr 11 00:00:08 2009
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18:54
<@Derakon>
Mmmph...
18:55
<@Derakon>
I have a huge file of constants, which I want to split up and move to be closer to the modules they actually are relevant for.
18:55
<@Derakon>
For example, moving minTunnelWidth from constants.py to treenode.py (where the tunnels are carved out).
18:55
<@Derakon>
Problem is, minTunnelWidth is expressed in terms of blockSize, which is a constant that needs to stay in constants.py.
18:56
<@Derakon>
But constants.py also has some constants that depend on minTunnelWidth. So I have a circular dependency.
18:56
<@Derakon>
How do I fix this?
18:59
<@Derakon>
I really wish Python did multi-pass. >.<
19:13 * Derakon mutters, reverts changes, will simply have to live with a 256-line-long constants.py file.
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20:20 * Derakon speeds up maze generation by a factor of about 45.
20:21
<@Derakon>
432x312-block map made in 25 seconds, and by far the biggest timesink now is seed expansion (at a bit under 7 seconds), followed by instantiating blocks (4s), selecting block types (3s), and creating the tree structure (3s).
20:26 * Derakon compares map generation time to what he had four days ago.
20:26
<@Derakon>
Down from 34 seconds to 23.5 seconds for the same map. Awesome.
20:50
<@Derakon>
1440x1040-block map made in 18 minutes and 6 seconds. Whee!
20:55
<@Derakon>
Holy glayvin that's a big map.
20:55
<@Derakon>
I'd share it, but it's a 40MB PNG...
21:16
<@Throbulator>
...
21:24
<@Derakon>
Well, okay, here it is at 1/50th scale: http://derakon.dyndns.org/~chriswei/games/jbrl/mapgen29a.png
21:25
<@Derakon>
At this size, each pixel is about one block.
21:25
<@Throbulator>
I think you should switch from a Metroid-style game to a SimAntFarm game.
21:26
<@Derakon>
Heh.
21:26
<@McMartin>
Yeah, that's getting pretty firmly into "I wouldn't play it" levels.
21:26
<@Derakon>
Heh.
21:27
<@Derakon>
Yeah, this was more an experiment in extremes.
21:27
<@Derakon>
Realistically I don't think maps would ever be more than even a fifth this size.
21:29
<@Derakon>
(That is, a fifth in both directions, so 1/25th total area)
22:04 * Derakon facepalms at someone who doesn't understand why I'm working on this project, because it's in 2D and nobody ever buys 2D games nowadays.
22:16
<@jerith>
...
22:30
<@ToxicFrog>
...
22:30
<@ToxicFrog>
Send them a link to Aquaria~
22:47
<@Derakon>
I did mention Aquaria, yes.
22:57
<@McMartin>
Send them a link to Braid, too, which just came out for PC last night.
22:57
<@McMartin>
Also World of Goo, also Basically Every Casual Game Ever
22:57
<@Derakon>
Enh, that conversation got dropped as soon as I realized that the guy on the other side was there to talk, not listen.
22:58
< Alek>
WoW can be a pretty casual game. >_>
22:59
<@McMartin>
"Casual" is a genre, and a pretty severely misnamed one.
22:59
<@McMartin>
Since it is not only possible but unnervingly common to see hardcore casual gamers.
22:59
<@Derakon>
It largely refers to games with little adhesion.
22:59
<@Derakon>
So you can fire up the game, play it for fifteen minutes, drop it, and not miss anything.
22:59
<@McMartin>
(These are the people that spend 70 hours figuring out how to perfect every board in Peggle, etc.)
23:03 * Derakon mutters, ponders how to make rooms more interesting.
23:03
<@Derakon>
Since at the moment they're just "large open spaces", which isn't really any fun at all.
23:04
< Alek>
stalactites/gmites, pillars, furniture.
23:04
<@Derakon>
I'd like to make an algorithm to make Metroid 2-style buildings-in-rooms (see east side of map: http://www.gamefaqs.com/portable/gameboy/file/585799/28694 ) but I haven't figured that out yet.
23:08 * Derakon eyes that map. "M2 only had seven major powerups. Interesting."
23:11
<@ToxicFrog>
...that's all?Really?
23:12
<@ToxicFrog>
Is that counting beam weapons?
23:12
<@Derakon>
Not counting missile or E-tank expansions, you have the bomb, spider ball, varia, high jump, spring ball, space jump, and screw attack.
23:12
<@Derakon>
Ahh, no, it's not.
23:12
<@Derakon>
Only the ice beam is required, though.
23:12
<@ToxicFrog>
And you start with the basic morph ball? Huh.
23:12
<@Derakon>
The others are just various more efficient ways to shoot things.
23:12
<@ToxicFrog>
It's been years since I played, though.
23:12
<@Derakon>
Yeah, and 30 missiles.
23:12
<@ToxicFrog>
(it was my first Metroid)
23:13
<@Derakon>
There's supposedly a fan remake in the works called SR388, but aside from a very shiny-looking trailer that was (so I've read) manually put together, I haven't seen anything.
23:15
<@Derakon>
Lessee...Metroid 1 had the morph ball, missiles (count here because you don't start with them), bomb, varia, high-jump boots, screw attack, and ice/wave beams (wave, again, just a more efficient way to kill things).
23:17
<@Derakon>
Oh, and the long beam. I always forget that one.
23:20 AnnoDomini [~farkoff@Nightstar-6915.neoplus.adsl.tpnet.pl] has quit [Quit: He who fights with monsters should look to it that he himself does not become a monster. And when you gaze long into an abyss, the abyss gazes also into you.]
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23:24
<@McMartin>
And of those, only the morph ball and missiles are *technically* required to win. If you abuse the leeg out of various glitches. >_>
23:24 * Derakon coughs.
23:24
<@McMartin>
(I'm counting the "take only the morph ball and kill Kraid for your missile supply" as getting missiles.)
23:24
<@Derakon>
(Yeah, I figured)
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--- Log closed Sun Apr 12 00:00:22 2009
code logs -> 2009 -> Sat, 11 Apr 2009< code.20090410.log - code.20090412.log >