irc.classlessgames.com

#coopstatusirc.classlessgames.com

2021-03-07.logJump to top

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[19:46:00]
<zellfaze>
Excited to share today. Had a very productive week I think overall. Some of it's rehashing stuff I excitedly shared when I got it done, but some of it's not.
[19:46:16]
<zellfaze>
Anyhow. Quick cig while I still have some time.
[19:46:37]
* zellfaze
just made the first two GrowthStageResource files of many more to make.
[19:59:17]
<zellfaze>
Back
[20:00:27]
<IRCBot>
This week's meeting recorder is: rpite
[20:00:27]
<IRCBot>
# Pre-agenda
[20:05:02]
<rpite>
lol I was not productive this week
[20:05:17]
<rpite>
I'm going to focus on programming and not plot from now on
[20:05:42]
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[20:05:48]
<otso>
hi! Here. Sorry I'm late
[20:06:00]
<rpite>
np
[20:07:34]
<zellfaze>
No worries.
[20:08:44]
<otso>
Is everyone well?
[20:09:19]
<zellfaze>
More-or-less. My house literally smells like shit because of a sewage leak. But I have a load of incense burning to try to make it better. lol
[20:09:41]
<rpite>
yes
[20:10:56]
<otso>
oof. I hope that clears up soon
[20:11:38]
<zellfaze>
Yeah. Me too, but it is what it is.
[20:12:04]
<otso>
Ywep
[20:12:07]
<otso>
oop. yep
[20:12:49]
<zellfaze>
#done
[20:12:50]
<IRCBot>
# Last weeks agenda/todo
[20:12:50]
<IRCBot>
##otso todo checkin
[20:12:50]
<IRCBot>
# Last weeks agenda/todo
[20:12:50]
<IRCBot>
##otso todo checkin
[20:12:50]
<IRCBot>
# Last weeks agenda/todo
[20:12:50]
<IRCBot>
##otso todo checkin
[20:12:50]
<IRCBot>
# Last weeks agenda/todo
[20:12:50]
<IRCBot>
##otso todo checkin
[20:12:50]
<IRCBot>
# Last weeks agenda/todo
[20:12:51]
<IRCBot>
##otso todo checkin
[20:12:56]
<zellfaze>
Whoooa
[20:13:13]
<otso>
Well, my turn i guess.
[20:13:20]
<otso>
Do we have like 9 ircbots running?
[20:13:24]
<zellfaze>
I'd say the bot insists so.
[20:13:29]
<otso>
Lol
[20:13:33]
<rpite>
yeah like 9 meeting.sh programs
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<rpite>
but 1 ircbot
[20:14:11]
<otso>
I was still not super productive this week. I mostly just did that work on the npc.
[20:14:33]
<rpite>
cool
[20:14:39]
<otso>
I am going to make sure to set some time aside before wednesday to at least catch up on drawing some assets
[20:14:56]
<otso>
And touching up the characters. I'd like a lot more optoins, and I'd like them to be much less rigid
[20:15:07]
<otso>
more hair and extremity movement
[20:15:12]
<otso>
Right now they sort of waddle
[20:17:16]
<zellfaze>
I was happy to see Gerardo moving around.
[20:17:37]
<otso>
Me too!
[20:17:38]
<otso>
Thanks.
[20:18:06]
<otso>
Sorry I didn't get more done. I'm pretty bad at spring semester, and school sometimes catches everything else up too
[20:18:28]
<zellfaze>
School definitely comes first imho.
[20:19:40]
<otso>
Yeah, thanks
[20:20:19]
<zellfaze>
So I have a whole pile of changes to share, but most of them haven't been merged yet. I am a few commits ahead of master with a pretty big chunk of uncommitted code.
[20:21:25]
<zellfaze>
I created the MapObject class and scene and a series of Classes and Scenes deriving from it. BasicTexturedInteractableObject, InvisibleInteractableObject, InvisibleWallObject, and TeleporterObject are done so far.
[20:21:25]
<otso>
ok
[20:21:53]
<otso>
Will it be easy enought to add InvisibleInteractableObject or something as a child of NPC?
[20:22:02]
<zellfaze>
I created 5 physics collision layers and moved objects to the appropriate layers and then set collision masks appropriately on all objects.
[20:22:12]
<zellfaze>
Um, sure, you could do that.
[20:22:30]
<otso>
Just wondering if you think that's a good way to make it possible to interact/talk with players
[20:22:36]
<zellfaze>
Ah.
[20:22:41]
<zellfaze>
That's not a bad idea.
[20:22:50]
<zellfaze>
I should make a sub-class that is just for that.
[20:23:00]
<zellfaze>
InvisibleInteractable takes up an entire tile.
[20:23:14]
<zellfaze>
Be better if it could steal a collision shape from the Character object.
[20:23:20]
<otso>
Good idea
[20:23:50]
<zellfaze>
So these physics layers are Default (unused, but left in place unchanged to make it easy to see unconfigured objects), Character, Cursor, Map Object, and Background.
[20:24:27]
<zellfaze>
I removed the cursor's checking of overlapping bodies to find interactables, as the new MapObject system uses Area2Ds with an appropriate collision mask instead.
[20:25:07]
<zellfaze>
So that covers MapObject specifically related stuff. To make this happen I had to make several other changes.
[20:25:25]
<zellfaze>
I added a class name to Character so that Character objects can be passed around strongly typed.
[20:25:43]
<zellfaze>
Renamed Gerardo's control node to NpcControl (didn't rename the script)
[20:26:18]
<zellfaze>
Created a control_node property and an is_npc property on Character that are set by _ready() in PlayerControl and NpcControl to allow easy access to the controlling Node of a given Character.
[20:26:48]
<zellfaze>
Added a copy of the set_input() method to Gerardo's control node so his AI can be disabled if needed (ex. When bouncing off an invisible wall, or being teleported)
[20:27:18]
<zellfaze>
I created two new scenes, DB.Constants to store global constants, and UI.Fade which fades the screen to black and back, emitting appropriate signals along the way.
[20:27:46]
<zellfaze>
I moved the code that sets up Conways GOL from Weeds to a dedicated ConwaySpawner MapObject.
[20:27:50]
<otso>
These all seem very useful!
[20:28:05]
<rpite>
wait
[20:28:09]
<zellfaze>
I created an align_to_map(Vector2) -> Vector2 method on MapManager that aligns coordinates to the closest map tile.
[20:28:18]
<rpite>
I already moved Conways GOL to CellularAutomata
[20:28:33]
<zellfaze>
rpite: I just created a new scene and copied the _ready() code from weeds.gd to it.
[20:28:55]
<rpite>
oh
[20:29:09]
<zellfaze>
So I have a few things to do before I merge all this yet.
[20:29:28]
<zellfaze>
I need to setup something in the DB autoload to access PlantResources and GrowthStageResources.
[20:29:35]
<zellfaze>
I need to finish plant_object.gd
[20:29:51]
<zellfaze>
I need to finish the PlantStandin scene.
[20:30:15]
<zellfaze>
Then I need to add map object and plant spawning methods to MapManager and migrate all existing objects to the new system.
[20:30:33]
<zellfaze>
Finally I need to clean-up any left-over dead code, and document the shit out of this.
[20:31:31]
<zellfaze>
So the changes touch on a lot of different systems in small ways, but I think it will give us a fair amount of flexibility when making map objects.
[20:33:19]
<zellfaze>
I am pleased with the InvisibleWall and Teleporter. They turned out better than I expected.
[20:33:36]
<otso>
Wow! I'm excited to look at the documentation when it's up!
[20:33:49]
<zellfaze>
Because we had split the control of the character from the character themselves it was super easy to make it work with both PCs and NPCs.
[20:34:09]
<otso>
That makes sense.
[20:34:47]
<zellfaze>
The InvisibleWall isn't actually solid. It just takes control of a Character and walks them back to the middle of the tile they just came from.
[20:35:06]
<zellfaze>
And optionally displays a message if a player triggered it. "I don't want to go this way..." or somesuch.
[20:35:37]
* zellfaze
got a laugh watching Garardo walk through teleporters and then get stuck on an invisible wall and just walk back and force.
[20:35:55]
<zellfaze>
*Gerardo and forth
[20:37:20]
<otso>
Ooh, I like that a lot.
[20:37:42]
<otso>
It'll be a good way to keep players from walking into the street
[20:38:12]
<zellfaze>
Line the street with invisible walls. lol
[20:38:51]
<zellfaze>
Might have to make a sub-class for DynamicInvisibleWall or something to that effect that allows it to have a custom size.
[20:39:05]
<zellfaze>
Right now they are just 1x1 tile.
[20:39:18]
<zellfaze>
Same as InvisibleInteractable.
[20:39:22]
<otso>
That probably wouldn't hurt. But, honestly it wouldn't be that hard to line it i guess
[20:40:28]
<zellfaze>
Could probably make a Node2D named StreetWall and then have a bunch of it's children be InvisibleWall nodes. Put a script on the Node2D that configures them all with the same text.
[20:41:08]
<otso>
that would work
[20:41:09]
<zellfaze>
You can set the text from the editor too. I made sure to export that.
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<otso>
Yay!
[20:41:18]
<zellfaze>
But that wouldn't be efficient for like 25 of them.
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<otso>
oops.
[20:41:59]
<otso>
did not mean to leav
[20:42:13]
<zellfaze>
I wish I could hide exports from parent classes. There are a lot of properties exported by MapObject that are really handy and I want exported, but I wish I could un-export them in some of the sub-classes where they make little sense to have.
[20:43:08]
<otso>
I can see how that'd be useful
[20:43:22]
<zellfaze>
Like TeleporterObject exports solid:bool because it's parent MapObject exports solid:bool. Teleporters are pretty useless if they are toggled solid=true. lol I can set up a setter that ensures solid=false (and I did), but that doesn't remove it from the editor.
[20:43:46]
<rpite>
why not make map object not export solid:bool
[20:43:53]
<zellfaze>
It does.
[20:44:01]
<zellfaze>
Oh.
[20:44:08]
<zellfaze>
I misread.
[20:44:13]
<rpite>
then define it in subclasses where it's needed
[20:44:25]
<rpite>
I guess that's too tedious
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<zellfaze>
Because it is incredibly handy to have on almost all other MapObject types.
[20:44:46]
<rpite>
maybe create a subclass of mapobject
[20:44:50]
<rpite>
with solid:bool
[20:44:56]
<zellfaze>
That could work.
[20:45:00]
<rpite>
then make all subclasses inherit from solidmapobject
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<rpite>
idk
[20:45:12]
<zellfaze>
MapObject -> SolidMapObject -> Everything else
[20:45:29]
<zellfaze>
MapObject -> TeleporterObject, various Standin objects.
[20:45:35]
<zellfaze>
I like that idea.
[20:46:18]
<zellfaze>
It also means there won't be a disabled RigidBody2D in some objects that don't need one.
[20:47:17]
<zellfaze>
Thanks.
[20:47:32]
<rpite>
np oop is my favorite!!!
[20:49:24]
<rpite>
I didn't get anything done except add generic cellular automata class and make minor changes to characters
[20:49:40]
<rpite>
I wasted all my time rejecting all of my plot ideas
[20:49:51]
<zellfaze>
Writing is hard.
[20:50:36]
<rpite>
I'll focus more on programming now, probably add a text server
[20:54:00]
<otso>
Writing is hard
[20:54:07]
<otso>
^
[20:55:14]
<zellfaze>
The PlantResource files are rather complicated to work with in the Editor (though entirely possible) just because of the nested resources. I might want to write a PlantResource Editor scene maybe too.
[20:56:42]
<zellfaze>
PlantResource has a SpriteFrame resournce and an array of GrowthStageResource, each of which has two CollisionShape resources and a LayerMap resource
[20:57:59]
<zellfaze>
According to the Godot blog they are making working with nested resources better soon, so maybe not.
[20:58:44]
<otso>
Oh, sweet.
[20:59:12]
<zellfaze>
https://github.com/godotengine/godot/pull/45907
[21:00:06]
<otso>
Oh wow, that actually does look way better. It will help with theming a lot too
[21:00:24]
<zellfaze>
Oh huh, themeing probably does use a lot of nested resources too.
[21:00:54]
<zellfaze>
Yeah, that should be in 3.2.4 which is on RC 3, so hopefully will release soon.
[21:02:47]
<otso>
Sweet!
[21:04:15]
<zellfaze>
I'm excited for Godot 4.
[21:04:42]
<zellfaze>
It will feature more strongly typed GDScript and improved TileMaps among other things.
[21:04:59]
<rpite>
wayland support?
[21:05:02]
<otso>
Sweet! When is it supposed to be released?
[21:05:58]
<zellfaze>
No release date yet. Still a work-in-progress.
[21:06:11]
<zellfaze>
They are working on Wayland support. Not sure if it's supposed to be in the 4.0 build.
[21:06:22]
<rpite>
:(
[21:06:30]
<zellfaze>
It's on the todo list after they finish Vulkan support.
[21:07:11]
<otso>
do you get a big performance hit using xwayland?
[21:07:22]
<zellfaze>
Apparently they are adding EGL support too for Pis.
[21:08:28]
<otso>
That's pretty cool. I'd love to use a pi more often as a daily driver tbh
[21:09:50]
<zellfaze>
Have you seen the new Pi4 keyboard thing?
[21:10:08]
<zellfaze>
Pi 400
[21:10:37]
<otso>
I've seen it! I'm still using pi 3b+ so I haven't looked to closely at it
[21:11:12]
<otso>
That is pretty cool though
[21:12:00]
<zellfaze>
Hey, my brother just called. I'ma go take it.
[21:12:10]
<otso>
Ok. Enjoy!
[21:12:23]
<otso>
Tbh, I don't have anything else if we just want to wrap up
[21:12:49]
<rpite>
same here
[21:15:55]
<otso>
sweet. Thanks all, see you wednesyta
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<otso>
exit
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2021-03-06.logJump to top

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2021-03-05.logJump to top

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2021-03-04.logJump to top

[00:01:02]
<rpite>
hello
[00:01:14]
<otso>
Hello. How are you?
[00:01:31]
<rpite>
great, how about you??
[00:02:42]
<otso>
Pretty good
[00:28:21]
<rpite>
hey so is anyone interested in pair programming
[00:31:09]
<zellfaze>
I'm mostly designing right now tbh. Looking over docs.
[00:31:43]
<zellfaze>
I'm leaning towards actually including the Interactables interface I made earlier into this map_objects/plant thing.
[00:31:55]
<zellfaze>
Apparently you can do scene inheritence, so that is useful.
[00:32:42]
<otso>
1
[00:33:17]
<otso>
Oops. I am working on adding some other functionality to gerardo. what would pair programming entail?
[00:34:00]
<rpite>
never mind
[00:34:24]
<rpite>
it's like where you have someone watching and critiquing you as you program
[00:35:20]
<otso>
Ah. Honestly, both of my roomates are out right now, so I'm sort of talking to them while I work.
[00:35:43]
<otso>
i.e. working sporadically
[01:33:09]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[01:33:09]
<IRCBot>
3bc0161 otso modified: scenes/neighborhood/gerardo.gd Added wait and squat to gerardo's behavior
[01:33:16]
<otso>
Pushed changes to gerardo
[01:33:25]
<otso>
Now they wait and squat as well as walk around
[01:34:05]
<otso>
Also, rpite. That is very self contained. If you think there is a more efficient way it will not hurt anything to change it
[01:35:27]
<otso>
Not that you have to. I just have noticed that you often find more efficient ways to do things XD
[01:40:23]
<zellfaze>
I'm going to go have another smoke, but I wanted to share this design before I did so.
[01:40:30]
<zellfaze>
This is kind of what I am thinking.
[01:41:19]
<zellfaze>
https://pastebin.com/duRb4iUU
[01:41:55]
<zellfaze>
I showed ya'll my thoughts at the top before, but underneath the ----- I have expressed it more fully.
[01:43:03]
<zellfaze>
I think this should give us a good platform to build more interesting plants off of in the future.
[01:43:23]
<zellfaze>
I think it also should work alright for chests and stuff like that on the map in the future too.
[01:43:41]
<otso>
Teleporter seemed crazy at first, but now I see how it could be used for even more simple things like rooms, or busses
[01:44:00]
<zellfaze>
Lol. Yeah, teleporters are used everywhere in games.
[01:44:08]
<otso>
That makes complete sense
[01:44:19]
<otso>
I like it!
[01:44:57]
<otso>
My roommate is asking if I want to play a game with him. Do y'all mind if I go a bit early today once I'm done reading this?
[01:45:06]
<rpite>
no
[01:45:08]
<zellfaze>
I don't mind.
[01:45:08]
<rpite>
np
[01:45:16]
<otso>
Sweet.
[01:45:41]
<otso>
But, fyi I plan to work either later tonight or tomorrow to add a method to make it possible to talk to the AI also
[01:45:50]
<zellfaze>
Oh sweet.
[01:45:59]
<rpite>
cool, I should probably work on a text server then
[01:45:59]
<otso>
Because that seems quite relevant
[01:46:07]
<rpite>
yeah
[01:46:10]
<zellfaze>
Yeah both of those are quite relevant.
[01:46:25]
<otso>
I thought I'd use zellfaze's dialogs for now, but that might make it easier
[01:48:55]
<zellfaze>
rpite: Idk if this might be of help
[01:48:56]
<zellfaze>
https://godotengine.org/asset-library/asset/846
[01:48:59]
<zellfaze>
https://www.inklestudios.com/ink/
[01:49:08]
<rpite>
cool, thanks
[01:50:14]
<zellfaze>
Another implementation of that: https://godotengine.org/asset-library/asset/349
[01:51:24]
<zellfaze>
Alright, I'ma go have a cig and then maybe try to flesh out how to make that public interface actually happen.
[02:05:53]
<IRCBot>
[git] 2 commits pushed to PlantRebellion/refs/heads/master
[02:05:53]
<IRCBot>
cb151fd rpite Add generic cellular automata class in game_mechanics
[02:05:55]
<IRCBot>
3b4aa5a rpite Merge branch 'master' of classlessgames.com:PlantRebellion
[02:09:19]
<rpite>
Questions:
[02:09:37]
<rpite>
what does the 3x3 matrix contai
[02:12:40]
<rpite>
also can we just modify spawn_map_object to be able to spawn plants
[02:12:42]
<rpite>
so we don't need spawn plants
[02:12:42]
<rpite>
same for plant_on_tile
[02:33:13]
<zellfaze>
https://classlessgames.com/PlantRebellion/wiki/doku.php?id=ecological_layers It's for this
[02:33:46]
<zellfaze>
Allows plants to take up a 3x3 area and co-exist with each other as long as there is no collision between their LayerMap resources.
[02:34:17]
<rpite>
why a 3x3 area
[02:34:23]
<rpite>
kind of confused
[02:34:23]
<zellfaze>
It was arbitrary.
[02:34:25]
<rpite>
oh
[02:34:38]
<zellfaze>
I figured 9 tiles was a pretty reasonable number for the biggest of plants.
[02:34:44]
<zellfaze>
Trees
[02:35:09]
<zellfaze>
But it could be made 4x4 or 5x5 if you think we will be having plants that grow that big.
[02:36:34]
<rpite>
what about a ysort to manage the layers
[02:36:39]
<rpite>
I don't get the matrix thing
[02:38:15]
<zellfaze>
So the idea is that plants can take up space up to a 3x3 area.
[02:38:26]
<rpite>
no more than 3x3?
[02:38:27]
<zellfaze>
Each square in that 3x3 area is assigned a layer number
[02:38:56]
<zellfaze>
If someone attempts to plant another plant it's 3x3 matrix is compared with those around it.
[02:39:17]
<zellfaze>
If there are no parts of the matrixes that end up using the same layer number on the same tile, then the plant is planted.
[02:39:24]
<zellfaze>
Otherwise it is invalid and the plant is not planted.
[02:39:48]
<rpite>
wait what about giving each tile a layer number in the tilemap
[02:39:51]
<zellfaze>
So for example, this allows you to plant bushes under a tree, but not on the tile with the trunk.
[02:39:57]
<rpite>
oh wait never mind
[02:40:05]
<rpite>
but you could give all plant tiles layer numbers
[02:40:08]
<zellfaze>
Basically this 3x3 matrix is overlayed ontop of the tilemap matrix.
[02:40:12]
<zellfaze>
Yes.
[02:40:14]
<zellfaze>
That is what this is.
[02:40:21]
<zellfaze>
These are the tile layer numbers for the plants.
[02:40:39]
<zellfaze>
It's a 3x3 grid of tile layer numbers that gets centered on the plant's tile.
[02:41:10]
<zellfaze>
If it intersects with any nearby 3x3 grids, the intersecting tiles are compared to make sure that both plants are using different layers on those tiles.
[02:50:56]
<zellfaze>
Truth be told, now that I think about it some, I should move the LayerMapResource to MapObject. It can just be nulled by default, but by doing that you could make objects that prevent plants from being on their tile.
[02:54:29]
<rpite>
why do the neighboring cells of the plant also need layers
[02:55:39]
<rpite>
oh are you assuming the plant is 3x3?
[02:55:59]
<rpite>
or the shadow caused by the plant is 3x3
[03:07:08]
<zellfaze>
Shadows.
[03:07:48]
<rpite>
can we make the shadow arbitrary size
[03:07:55]
<rpite>
nxn
[03:08:06]
<rpite>
like maybe a property of a plant
[03:08:26]
<rpite>
or calculate based on plant size
[03:08:29]
<zellfaze>
I could make them arbitrarily sized.
[03:08:34]
<rpite>
ok, cool
[03:09:11]
<zellfaze>
There is a seperate layer map for each growth stage of the plant also, so it can change as they grow.
[03:09:28]
<zellfaze>
https://classlessgames.com/PlantRebellion/wiki/doku.php?id=ecological_layers
[03:09:41]
<rpite>
got it
[03:38:12]
<zellfaze>
https://imgur.com/a/qlqeGAb
[03:38:34]
<zellfaze>
Arbitrary size.
[03:46:49]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[03:46:49]
<IRCBot>
5c49edc rpite Moved get_tile_id and get_tile_map to MapManager
[03:46:57]
<rpite>
cool
[03:47:47]
<zellfaze>
I think that might be the longest export line I have typed so far though. lol
[03:47:51]
<zellfaze>
export (Array, Array, int, FLAGS, "Canopy", "Understory", "Shrub", "Herbaceous", "Groundcover", "Rhizosphere", "Vertical") var layer_matrix: PoolByteArray
[03:49:06]
<zellfaze>
Saving them as an array of bytes because I figured bitflags would be easier to work with than 7 bools and 7 bools conveniently fits into a byte with room for another layer too if needed.
[03:50:59]
<rpite>
how do you expect the spawn_map_object function to look like
[03:51:40]
<zellfaze>
spawn_map_object(type: enum, location: Vector2)
[03:52:00]
<zellfaze>
With an enum defined somewhere with the different sorts of map object children so far.
[03:52:21]
<zellfaze>
Then I figure it would instantiate an object set it's position, and add it to the scene tree.
[03:52:48]
<rpite>
are you creating it by setting the tile id?
[03:52:54]
<zellfaze>
No.
[03:53:11]
<rpite>
how are you going to get it to appear on the tile map
[03:53:35]
<zellfaze>
It will make a scene from one of the following list: InvisibleInteractable.tscn, InvisibleWall.tscn, Teleporter.tscn, BasicTexturedInteractable.tscn, PlantStandin.tscn
[03:54:13]
<zellfaze>
It'll position it using the map_position property on the MapObject.
[03:54:26]
<zellfaze>
Each of the scenes on that list are children of MapObject.tscn
[03:54:36]
<zellfaze>
And each of their attached .gd files are children of MapObject.gd
[03:59:11]
<rpite>
are you already working on it?
[04:00:49]
<zellfaze>
Yeah.
[04:01:01]
<rpite>
ok, I'll go work on a text server
[04:01:14]
<zellfaze>
That's where that gif came from. :)
[04:09:48]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[04:09:48]
<IRCBot>
22c88f4 rpite Check if we have the map_position property before calling function on it
[04:18:20]
<rpite>
Ha! I trapped gerardo
[04:21:20]
<rpite>
bug?
[04:21:36]
<rpite>
or maybe we need a way to reset npc's
[04:23:28]
<zellfaze>
We should probably have some way to reset NPCs.
[04:23:52]
<zellfaze>
Also, the code that is in gerardo.gd is the exact sort of thing I figure we should use NPCControl nodes for. :D
[04:24:11]
<zellfaze>
I hadn't really taken a look at the commit until you mentioned trapping Gerardo
[04:24:57]
* zellfaze
thinks that code could probably be genericized and moved to NPCControl honestly.
[04:26:59]
<rpite>
yeah, I think otso wrote it as a poc and intended for it to be moved to NPCControl
[04:27:06]
<zellfaze>
That makes sense to me.
[04:42:59]
<zellfaze>
Alright, I'ma have another smoke. I've got the skeletons for all of the scenes and scripts now.
[04:43:06]
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<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[23:09:29]
<IRCBot>
93ee22c otso modified: assets/characters/customizeable_player.png modified: assets/characters/faces/Wrinkles.png modified: assets/characters/faces/glasses.png modified: resources/phenotype_db/Gerardo.tres Added whiter default sprites so skin tone is more specific (less gray) new file: scenes/neighborhood/gerardo.gd modified: scenes/neighborhood/neighborhood.tscn modified: scenes/player/character.gd modified: scenes/player/character.tscn[CUT]
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<IRCBot>
This week's meeting recorder is: zellfaze
[20:00:31]
<IRCBot>
# Pre-agenda
[20:15:18]
<zellfaze>
Back inside
[20:15:21]
<zellfaze>
That was fun.
[20:15:39]
<zellfaze>
Oh wait. It's only two isn't it.
[20:15:47]
<rpite>
yes
[20:16:08]
<zellfaze>
I guess I didn't need to send that email then.
[20:17:48]
<zellfaze>
Or wait. No these are at 2.
[20:18:16]
<rpite>
lock picking is a gr8 skill
[20:18:20]
<zellfaze>
^^
[20:18:47]
<zellfaze>
They apparently have a whole big lock picking thing at Defcon every year.
[20:19:26]
<rpite>
yup, have you been to Defcon?
[20:19:56]
<zellfaze>
No, but I try to watch all the talks every year.
[20:20:06]
<rpite>
nice
[20:21:05]
<zellfaze>
Sometimes they are a bit over my head, but that is half the fun.
[20:30:41]
<zellfaze>
Not Otso today?
[20:32:06]
<rpite>
otso
[20:37:51]
<zellfaze>
Hmmm.
[20:39:57]
<zellfaze>
Well this week I pushed some of the changes to the Inventory system, still haven't finished that yet, but it's coming along
[20:40:05]
<rpite>
cool
[20:40:09]
<zellfaze>
Added Phenotype database
[20:40:18]
<zellfaze>
And created PhenotypeResources
[20:40:42]
<zellfaze>
And added map registration to MapManager to allow easy access to the tilesets and other properties as needed.
[20:41:04]
<zellfaze>
I also updated some docs on the Wiki, not done with that yet.
[20:41:29]
<zellfaze>
And began to work out on paper how to build a MapObjec/Plant database system and way to spawn and control them generically.
[20:45:21]
<rpite>
could we use a generic database instead of a phenotype specific database?
[20:45:51]
<zellfaze>
The database isn't really a database, it's just a bunch of saved .tres files loaded and made available through a dictionary.
[20:46:10]
<zellfaze>
We could go the SQLite route, but I don't know that we have enough data to warrant it yet.
[20:46:15]
<zellfaze>
It adds a lot of complexity.
[20:46:22]
<rpite>
ok
[20:47:52]
<rpite>
well I just implemented weeds with a cellular automata and added random spawning, which should be made more generic
[20:49:09]
<rpite>
I also did some brainstorming for the plot but I haven't added to the wiki
[20:49:37]
<rpite>
Probably otso is busy with exams
[20:49:45]
<zellfaze>
That makes sense to me.
[20:51:52]
<rpite>
I also have an exam today, but I can wait till 10:45 pm to take it
[21:23:46]
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[21:24:08]
<otso>
Hi, sorry, rpite was correct. I was studying and completely lost track of time
[21:24:17]
<rpite>
np
[21:24:51]
<otso>
I haven't gotten much done since wednesday. I ended up being more busy this week than I expected
[21:25:05]
<rpite>
same here
[21:25:24]
<otso>
I have a free day tuesday though, so I should be able to get a bit done then!
[21:26:06]
<rpite>
cool
[21:26:23]
<otso>
I do have experience with SQL and SQLite, so if we do go that way I could do some work at it, but I agree that it's probably not necessary yet
[21:28:05]
<otso>
I can't wait to check out the weeds cellular automata, that sounds fun
[21:28:44]
<rpite>
click load game
[21:28:49]
<rpite>
it's actually rocks
[21:33:48]
<otso>
Ok, That looks interesting!
[21:34:45]
<rpite>
yeah, that's the game mechanic, but with a picture of weeds and the weeds probably won't end up in that configuration
[21:34:55]
<rpite>
unless the player makes it like that
[21:35:02]
<otso>
I wonder if they should be able to spread a bit more randomly, or at a distance
[21:35:11]
<rpite>
yeah there is random spawning
[21:35:22]
<otso>
After all, weeds can usually breed via wind and seeds can be carried a ways
[21:35:42]
<rpite>
I could add random spawn at a distance
[21:36:15]
<otso>
That might make it look a bit more realistic. Like, maybe usually breeds slowly, then sometimes spreads out more or pops up random places
[21:38:09]
<otso>
But, tbh it already looks pretty cool!
[21:38:20]
<rpite>
thanks
[21:43:19]
<otso>
Sorry again for missing the main meeting.
[21:44:23]
<rpite>
np
[21:47:44]
<zellfaze>
np
[21:48:07]
<zellfaze>
Studying for exams is important.
[21:58:21]
<otso>
Thanks. Ok, I will get back to it for now. Tuesday should be a good day for game work though
[21:58:34]
<rpite>
bye
[22:00:51]
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[00:00:10]
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otso (~otso@c-68-56-112-247.hsd1.mi.comcast.net)
[00:01:51]
<otso>
Hi. how is your week going
[00:01:54]
<rpite>
hi
[00:02:01]
<rpite>
good, how about you
[00:02:07]
<otso>
good
[00:05:41]
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zellfaze (~zellfaze@86.106.143.100)
[00:06:02]
<zellfaze>
Hey, running a little late. Been trying to find a buddy of mine whose locked up and vanished on us.
[00:06:12]
<rpite>
np
[00:06:14]
<zellfaze>
Just saw the time. So I'ma wrap stuff up with that.
[00:06:40]
<otso>
np
[00:07:04]
<rpite>
do you think we should assign code/bugs to people
[00:07:41]
<zellfaze>
I have been assigning bugs to myself sometimes when I enter them into Mantis.
[00:07:49]
<zellfaze>
Been trying not to assign things to ya'll.
[00:08:08]
<otso>
I have been taking some of the bugs I have seen which are unassigned.
[00:08:17]
* zellfaze
will be back shortly. Sorry. Still gotta wrap this up.
[00:08:21]
<otso>
Ok.
[00:08:22]
<rpite>
np
[00:08:25]
<zellfaze>
(And have a smoke to calm down and change modes)
[00:10:58]
<otso>
^that being said, if it seems a bug is suited to me, feel free to assign it to me
[00:15:38]
<otso>
Zellfaze, when you get back, is there a reason inventory has its own theme? If not, mind if I combine it back into theme
[00:28:53]
<rpite>
do any of you think we should get rid of the highlighted square? I think it's broken right now
[00:29:57]
<otso>
The cursor you mean?
[00:30:07]
<otso>
It seems fine on my end
[00:30:46]
<rpite>
I did a git pull with nothing different from master
[00:30:55]
<rpite>
it doesn't seem to change when you use the keyboard
[00:31:30]
<otso>
Oh. Yeah, it's not following exactly.
[00:31:46]
<otso>
But it's relatively close I guess, and still works well for using the mouse
[00:31:56]
<otso>
But that's definitely a bug
[00:50:54]
<zellfaze>
Hey, so not back just yet. But we found my friend. He is being held at a hospital, which explains why he wasn't at any of the jails or prisons.
[00:52:25]
<zellfaze>
Oh shit. I must have broken it when I rearranged the scene tree. Sorry. I can fix that.
[00:54:35]
<zellfaze>
otso: I need a different font size. I'm not opposed to them being merged, but I'm not sure how we should handle multiple font sizes.
[00:58:48]
<otso>
I am glad that you found your friend.
[00:59:04]
<otso>
Ok! Good to know. I will glace at it, but not change it for now.
[00:59:13]
<otso>
*glance
[01:03:28]
<otso>
Actually, it looks like inventory is the only thing using "PanelContainer" for now, so I could just set "PanelContainer" to have a font size of 16 if that works
[01:04:00]
<zellfaze>
Now I am back
[01:04:12]
<zellfaze>
Sure.
[01:04:20]
<zellfaze>
That would work for me.
[01:04:59]
<zellfaze>
There are three theme files in scenes/ui/inventory/ They are used to change the background color of the item boxes when hovered or selected.
[01:05:17]
<otso>
Ok.
[01:08:04]
<otso>
I can look into that too
[01:13:05]
<zellfaze>
I see the problem with the cursor. I broke a signal connection.
[01:13:11]
<rpite>
ok
[01:17:30]
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<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[01:21:58]
<IRCBot>
134dccf Zell Faze Fixed regression with Cursor, it now positions itself properly again
[01:22:16]
<zellfaze>
Looks like I wasn't using signals, but regardless, it is fixed.
[01:28:37]
<rpite>
zellfaze can I add a dictionary mapping strings to tile ids in MapManager
[01:32:48]
<zellfaze>
I'm not sure what you mean exactly, but I am sure I will understand when I see the code. :)
[01:34:49]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[01:34:49]
<IRCBot>
f3c58b1 rpite Add dict mapping names to tile_ids
[01:35:05]
<zellfaze>
Oh!
[01:35:07]
<zellfaze>
Good idea.
[01:35:16]
<zellfaze>
Like really good idea.
[01:35:20]
<rpite>
ok, cool
[01:35:38]
<IRCBot>
[git] 2 commits pushed to PlantRebellion/refs/heads/master
[01:35:38]
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<otso>
Ok! Reorganized NPC so it can be added like character
[01:36:09]
<rpite>
cook
[01:36:11]
<rpite>
cool*
[01:36:11]
<otso>
The phenotype is based on the character's name
[01:36:38]
<otso>
lol
[01:36:47]
<otso>
I didn't even see that at first
[01:39:46]
<zellfaze>
Speaking of that, I wonder if it might be better to store those blocks of data as resource files.
[01:40:01]
<rpite>
tileids?
[01:40:12]
<zellfaze>
No, npc.gd lines 7-20
[01:40:19]
<rpite>
ah, ok
[01:46:07]
<rpite>
does concept_art.tscn error out for anyone
[01:46:42]
<zellfaze>
Yeah.
[01:46:57]
<zellfaze>
The savegame code is having problems as far as I can tell.
[01:47:02]
<rpite>
yeah
[01:47:21]
<otso>
It might be player actually
[01:47:34]
<rpite>
both
[01:47:36]
<otso>
concept_art just has a refernce to player controls, but no character
[01:47:45]
<zellfaze>
It errors out even with that changed.
[01:47:56]
<otso>
got it
[01:49:49]
<otso>
Also, yeah. Resource files might be better. That way players could edit the npcs, which might be fun.
[01:51:27]
<zellfaze>
It also means that you could just attach the resource file to Character and bam, you have a phenotyped NPC.
[01:51:53]
<zellfaze>
From within the editor even
[01:52:40]
<otso>
Oh, good point
[01:53:02]
<zellfaze>
Also could be useful for saving because you could just pass the resource file along to the save game system and have it save that.
[01:53:52]
<zellfaze>
For the player's character customizations I mean.
[01:54:30]
<otso>
Did someone say res:// won't work for resources one the game is exported?
[01:54:43]
<otso>
If so, do we then need a script to export each npc's resource file?
[01:54:58]
<otso>
Not that that's a dealbreaker
[01:55:35]
<zellfaze>
res:// is read-only once the game is exported.
[01:55:48]
<otso>
Ok. So it actually would work for npcs if we wanted
[01:55:54]
<zellfaze>
Yeah.
[01:56:03]
<otso>
Or we could save them as part of the save, and randomize NPC appearance in some cases which would also be fun
[01:56:30]
<zellfaze>
The issue I think you are recalling was me asking us to not overwrite the theme file in res:// but save stuff to user:// because res:// is RO at exported builds.
[01:57:02]
<otso>
Ohh. Got it.
[01:57:04]
<otso>
Thanks
[02:03:50]
<IRCBot>
[git] 3 commits pushed to PlantRebellion/refs/heads/master
[02:03:50]
<IRCBot>
5fa63b5 rpite Fix for concept_art
[02:03:52]
<IRCBot>
5bd9b0f rpite Fix for save_game
[02:03:54]
<IRCBot>
1707e4a rpite Merge branch 'master' of classlessgames.com:PlantRebellion
[02:22:35]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[02:22:35]
<IRCBot>
670df86 Zell Faze Created resource files for Phenotypes and NPC Database to access via code
[02:22:42]
<zellfaze>
This is what I meant by resource files.
[02:23:39]
<zellfaze>
Didn't mean to commit the Gerardo one twice. Whoops.
[02:27:30]
<otso>
Oh, missed that at first. That looks good!
[02:31:06]
<zellfaze>
I'm working on a similar one for Plants, but it's a bit more complicated, because I need to include enough detail to build a scene basically. xD
[02:32:28]
<zellfaze>
https://pastebin.com/idXagXSK <-- Current thinking on what I need.
[02:33:57]
<otso>
Those all make sense.
[02:34:24]
<otso>
Do we need something for different healths of the plant?
[02:34:28]
<zellfaze>
Should probably add interact text for each growth stage.
[02:34:35]
<otso>
That makes sense too
[02:34:39]
<zellfaze>
I'm not sure. Probably.
[02:34:39]
<rpite>
I'm working on plant right now
[02:34:57]
<zellfaze>
Oh cool. I'll wait for your commits before I finalize this design then.
[02:35:21]
<zellfaze>
I don't want to miss some functionality you added to a plant scene when I make this generic.
[02:36:00]
<rpite>
Oh I'm not editing any scene, only the scripts
[02:36:12]
<zellfaze>
Something else that I want to include in this resource definition eventually is growth_stage_advance_requirements, but that is going to take some more game design on our part.
[02:46:03]
<zellfaze>
The design I just implemented wasn't very well thought out. I should rename it to phenotype_resource instead of npc_db_item and make them available at DB.Phenotypes.list instead (and make a method get_player_phenotype() that implements the logic in player_phenotype.gd but produces phenotype_resource objects instead)
[02:46:25]
<zellfaze>
Because really an npc_db_item would have a phenotype_resource and a bunch of other stuff.
[03:00:47]
<otso>
Oh, that makes sense. I'm sure different players will want different characteristics
[03:01:54]
<otso>
So, why would an AI set to walk to points, walk to the points, but like 200 pixels right?
[03:02:05]
<rpite>
what?
[03:02:16]
<otso>
I put in points, had the ai walk point to point
[03:02:25]
<zellfaze>
Try using global_position instead of position?
[03:02:29]
<otso>
but each point it walks to is 200 pixels right of where I put them.
[03:02:32]
<zellfaze>
position is relative to your parent node.
[03:02:32]
<otso>
Ohhh, good idea
[03:02:34]
<rpite>
sorry I parsed your sentence weirdly
[03:21:07]
<otso>
Ok. I will keep messing with that, but don't have anything yet.
[03:21:09]
<otso>
Sorry about that.
[03:22:00]
<otso>
I actually have to go now though... I should have some time tomorrow to keep looking at it though.
[03:22:07]
<rpite>
good night
[03:22:09]
<otso>
Have good nights, all.
[03:22:11]
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[03:23:42]
<zellfaze>
'night otso.
[03:26:23]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[03:26:23]
<IRCBot>
326da47 Zell Faze Renamed npc_db to phenotype_db and migrated several files to using it
[03:37:45]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[03:37:45]
<IRCBot>
d40b9a7 Zell Faze Modified phenotype.gd to make use of PhenotypeResource files
[03:38:15]
* zellfaze
is gonna go have another smoke. I think that's implemented though now.
[03:38:20]
<rpite>
cool
[03:38:21]
<zellfaze>
I'll write some docs after my smoke.
[03:56:32]
<rpite>
I got conway's game of life to work I think!
[04:00:29]
<rpite>
not quite done yet
[04:00:35]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[04:00:35]
<IRCBot>
b6a1947 Zell Faze Adjusted PhenotypeResource to use Color instead of String for colors
[04:06:20]
<rpite>
yup it's done now but I want the glider gun to work now
[04:13:13]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[04:13:13]
<IRCBot>
2b1b16a Zell Faze Character exports a PhenotypeResource, which sets the phenotype appropriately
[04:13:55]
<zellfaze>
You can now specify a PhenotypeResource file on any NPC Character from the editor.
[04:13:59]
<rpite>
cool
[04:23:14]
<zellfaze>
Hey, just noticed something. Is your timezone set correctly?
[04:23:34]
<zellfaze>
You appear to be in the future. Lol
[04:23:39]
<rpite>
I'm doing the godot stuff in a vm
[04:23:57]
<rpite>
I think the time is in the future in the vm
[04:24:13]
<zellfaze>
Ah. Yeah, you made a commit earlier tonight with a timestamp that is an hour and a half from now. xD
[04:24:45]
<zellfaze>
Time travel.
[05:14:41]
<IRCBot>
[git] 4 commits pushed to PlantRebellion/refs/heads/master
[05:14:41]
<IRCBot>
9cff8d0 rpite Implement conway's game of life using rocks
[05:14:43]
<IRCBot>
fe91284 rpite Increase debugger output
[05:14:45]
<IRCBot>
55609ef rpite Remove tile_ids from map_manager because it can be gotten using a function
[05:14:47]
<IRCBot>
e992086 rpite Merge branch 'master' of classlessgames.com:PlantRebellion
[05:22:18]
<zellfaze>
Neighborhood is broken.
[05:22:27]
<rpite>
hmm
[05:22:45]
<rpite>
too many rocks? xD
[05:23:00]
<zellfaze>
No. You have a hardcoded reference to a tile_map.
[05:23:07]
<zellfaze>
Lemme add something to MapManager.
[05:23:20]
<zellfaze>
So you can get the tileset you are looking for.
[05:23:52]
<zellfaze>
It's something that ought to be in there anyhow.
[05:24:10]
<rpite>
the get_child(0) returns referencemap
[05:25:20]
<zellfaze>
Yeah. The ReferenceMap just lays out a grid. But I can have the actual background maps register themselves with it, so that you can get a reference to the tilesets being used on a map easily enough.
[05:25:35]
<rpite>
ah ok
[05:25:39]
<rpite>
I'll read the script
[05:48:05]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[05:48:05]
<IRCBot>
749bd76 rpite Add random spawning of weeds
[05:59:13]
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<IRCBot>
[git] 2 commits pushed to PlantRebellion/refs/heads/master
[06:03:09]
<IRCBot>
d8bbbb3 Zell Faze Added register_map() and related methods to MapManager
[06:03:11]
<IRCBot>
01d87cb Zell Faze Merge branch 'master' of ssh://git.classlessgames.com/~/PlantRebellion
[07:59:30]
<zellfaze>
https://classlessgames.com/PlantRebellion/wiki/doku.php?id=docs:phenotypes
[08:02:09]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[08:02:09]
<IRCBot>
51632d0 Zell Faze Minor cleanups to a few files, no changes in logic
[08:25:10]
<zellfaze>
Updated: https://classlessgames.com/PlantRebellion/wiki/doku.php?id=docs:mapmanager
[08:25:17]
* zellfaze
is going to go to bed now.
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[git] 1 commits pushed to PlantRebellion/refs/heads/master
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<IRCBot>
46c4b82 rpite Fix for as_dictionary being called twice
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<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
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1cf743c rpite Add check to see if parent exists and error if not
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[git] 1 commits pushed to PlantRebellion/refs/heads/master
[01:27:21]
<IRCBot>
a81e8a3 Zell Faze Extensive changes to inventory system
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<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[22:39:07]
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2021-02-23.logJump to top

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<IRCBot>
[git] 5 commits pushed to PlantRebellion/refs/heads/master
[02:08:43]
<IRCBot>
29ad97b Zell Faze Player and NPC no longer reach inside Character's tree
[02:08:46]
<IRCBot>
60edf39 Zell Faze Removed dead code
[02:08:49]
<IRCBot>
e71056a Zell Faze Moved HP Bar from Player to Character
[02:08:51]
<IRCBot>
8526d07 Zell Faze Moved Inventory related stuff from Player to Character
[02:08:53]
<IRCBot>
76d3eee Zell Faze Renamed Player to PlayerControl and rearranged SceneTree
[03:11:51]
<IRCBot>
[git] 2 commits pushed to PlantRebellion/refs/heads/master
[03:11:51]
<IRCBot>
e8024c0 Zell Faze Modified ControlMode Service to only emit signal if mode actually changed
[03:11:53]
<IRCBot>
e5a273d Zell Faze Modified ControlMode Service to implement a ignore_next property
[03:13:16]
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2021-02-22.logJump to top

[00:07:57]
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<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[01:33:12]
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<otso>
Moving with mouse is still a bit broken, but phenotype now contains all the movement stuff.
[01:33:47]
<rpite>
ok
[01:33:50]
<otso>
I'm going to go have some dinner, and do some homework
[01:33:55]
<rpite>
cya
[01:33:58]
<rpite>
good night
[01:34:21]
<otso>
Thanks. Sorry for leaving it a bit messy
[01:34:23]
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<IRCBot>
[git] 3 commits pushed to PlantRebellion/refs/heads/master
[01:45:06]
<IRCBot>
98f9156 rpite Fix save_game functionality
[01:45:08]
<IRCBot>
6ac5cca rpite Add options functionality to game menu and change menu menu method of loading options from change scene to instance scene
[01:45:10]
<IRCBot>
fd67a8c rpite Merge branch 'master' of classlessgames.com:PlantRebellion
[01:46:17]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[01:46:17]
<IRCBot>
c7b9b91 rpite Delete weird capsule2D in player.tscn?
[02:42:43]
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<IRCBot>
[git] 2 commits pushed to PlantRebellion/refs/heads/master
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<IRCBot>
396de67 Zell Faze Modified load order of autoloads to something more sane
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<IRCBot>
8b7a338 Zell Faze Merge branch 'master' of ssh://git.classlessgames.com/~/PlantRebellion

2021-02-21.logJump to top

[00:27:42]
<IRCBot>
[git] 10 commits pushed to PlantRebellion/refs/heads/master
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<IRCBot>
b636350 rpite Clean up player.gd before merge
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<IRCBot>
68a723f rpite Merge branch 'master' of classlessgames.com:PlantRebellion
[00:27:47]
<IRCBot>
16c7ad2 rpite Add benchmark test script and benchmark directory
[00:27:49]
<IRCBot>
210abff rpite Add SpriteFrames to skin and delete player_standin so it is possible to view animations in the editor
[00:27:51]
<IRCBot>
476d9b1 rpite Delete unused code
[00:27:53]
<IRCBot>
bc3dc56 rpite Fix problem with npc moving with player by creating inherited scene player_phenotype exclusively for player
[00:27:55]
<IRCBot>
ea146cb rpite Use two line indentation for functions as per godot style guidelines
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<IRCBot>
2fa4b4e rpite Rewrite _physics_process so it is readable
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<IRCBot>
6751c4b rpite Add changes to make slightly more efficient and readable
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<IRCBot>
a934a99 rpite Change ui_squat back to ui_action_one and ui_options to ui_load_menu
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<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
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<IRCBot>
e73f5da rpite Fix to patch deletion of get_direction()
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<IRCBot>
[git] 3 commits pushed to PlantRebellion/refs/heads/master
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<IRCBot>
40da6d2 rpite Delete unused enum
[00:54:19]
<IRCBot>
0a83e85 rpite Delete unused code
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<IRCBot>
be26881 rpite Formatting changes
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[git] 1 commits pushed to PlantRebellion/refs/heads/master
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ee2be37 rpite Fix glitching when walking left
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[git] 3 commits pushed to PlantRebellion/refs/heads/master
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319234f rpite Remove debugging info
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050dbc1 rpite Add TODO
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ca8d994 rpite Fix keyboard not working when mouse clicked
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[git] 1 commits pushed to PlantRebellion/refs/heads/master
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<IRCBot>
6312048 rpite Add temporary function for creating dialogue
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[git] 1 commits pushed to PlantRebellion/refs/heads/master
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1aaa691 rpite Add comments to make more readable
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<IRCBot>
[git] 2 commits pushed to PlantRebellion/refs/heads/master
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<IRCBot>
21319b4 rpite Add function to remove repeated code
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<IRCBot>
351e3f8 rpite Add more checks in dialogue function
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<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
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f1ce141 rpite Formatting
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<IRCBot>
[git] 2 commits pushed to PlantRebellion/refs/heads/master
[04:26:23]
<IRCBot>
75988c6 rpite Make create_dialogue function work with garbage input
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<IRCBot>
7a47be1 rpite Formatting
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[19:18:16]
<otso>
Have you tested all the latest changes?
[19:18:38]
<otso>
It looks like you moved files around but now the scene doesn't launch
[19:18:57]
<rpite>
yes, but I'll retest
[19:20:35]
<rpite>
works, but I didn't push some scenes
[19:22:23]
<otso>
Ok
[19:23:31]
<otso>
Mind pushing those changes?
[19:23:37]
<rpite>
yes
[19:23:40]
<otso>
I did a fresh clone and the latest doesn't launch
[19:23:42]
<otso>
Thanks
[19:23:51]
<rpite>
after I get wifi working on slackware
[19:24:31]
<rpite>
it wiped out my conf file
[19:26:46]
<otso>
Ok. good luck
[19:27:41]
<rpite>
weird, now it works
[19:28:03]
<IRCBot>
[git] 2 commits pushed to PlantRebellion/refs/heads/master
[19:28:03]
<IRCBot>
fb226e1 rpite Add game menu changes
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<IRCBot>
d4b88c2 rpite Add concept_art scene changes
[19:29:03]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[19:29:03]
<IRCBot>
c1ac182 rpite Last changes
[19:30:41]
<otso>
Sweet! looks grear
[19:30:59]
<rpite>
thanks
[19:41:46]
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<IRCBot>
This week's meeting recorder is: otso
[20:00:30]
<IRCBot>
# Pre-agenda
[20:00:42]
<zellfaze>
Greetings all.
[20:00:46]
<rpite>
hello
[20:07:18]
<otso>
Hello!
[20:07:24]
<otso>
Sorry, lost track of time
[20:09:48]
<zellfaze>
No worries
[20:09:57]
<otso>
My week!
[20:11:30]
<otso>
Ok.
[20:11:38]
<otso>
How has everyone been since monday
[20:11:45]
<rpite>
good
[20:12:02]
<otso>
Wednesday oops
[20:12:06]
<otso>
Sweet!
[20:12:16]
<otso>
So, I guess I'll just go.
[20:13:10]
<otso>
This morning I made those icons, and selected versions
[20:13:30]
<zellfaze>
Oh cool thanks!
[20:13:51]
<otso>
I made them whitish so hopefully they can be set to the font color
[20:14:28]
<otso>
On wednesday as I mentioned before I made some more sprites for the player
[20:14:37]
<otso>
I'll work on uploading both to the game later today
[20:15:13]
<otso>
Then I want to keep working on the player and npc sprites and behavior to make it walk
[20:16:36]
<otso>
That's all
[20:17:36]
<zellfaze>
I have keyboard and mouse controls implemented in the inventory now (though not yet pushed).
[20:17:40]
<zellfaze>
https://i.imgur.com/WwoSiWc.gif
[20:18:05]
<zellfaze>
If you'll notice in the background though, the player still moves.
[20:18:08]
<otso>
That looks great!
[20:18:21]
<otso>
I did notice that
[20:18:22]
<zellfaze>
I think we should probably switch to using interupts for movement too instead of polling.
[20:18:43]
<otso>
Ok. It'd be good to have a universal way to pause player control
[20:18:47]
<zellfaze>
That way movement can be handled by _unhandled_input()
[20:18:54]
<otso>
Good point
[20:18:55]
<rpite>
I tried that, but it was not very responsive
[20:19:09]
<zellfaze>
The Inventory UI marks the inputs it gets as used
[20:19:46]
<zellfaze>
Handled not used sorry.
[20:19:49]
<zellfaze>
Hmmm.
[20:20:04]
<zellfaze>
Then yeah, we definitely need a way to disable player input if needed.
[20:20:19]
<rpite>
when you switch directions it's not fast enough
[20:20:20]
<otso>
Yeah. Maybe just a toggle would help
[20:20:26]
<rpite>
I'll try rewriting it again
[20:20:27]
<zellfaze>
I sort of have an idea that will help with that, but I'll get to it in a second.
[20:20:32]
<otso>
Ok.
[20:20:39]
<zellfaze>
Well not the input lag, the disabling of it.
[20:20:46]
<otso>
Sweet
[20:20:49]
<zellfaze>
The other thing I worked on was documentation.
[20:21:28]
<otso>
Wonderful. In the wiki?
[20:21:34]
<zellfaze>
I haven't really been paying much attention to the Options menu's inner workings, so I decided that while I figure out how that works some I'd document it.
[20:21:38]
<zellfaze>
https://classlessgames.com/PlantRebellion/wiki/doku.php?id=docs:options
[20:22:25]
<zellfaze>
So some stuff that I'd like to do in the near future:
[20:22:32]
<otso>
That looks great
[20:22:36]
<zellfaze>
I need to rebase my inventory changes
[20:23:33]
<zellfaze>
I want to create a new service named Players, with a method register_player(player_num) and get_player(player_num) that would just maintain a reference to the player node.
[20:24:07]
<otso>
That's a good idea.
[20:24:10]
<zellfaze>
The player would register with it in _ready() and the service would unregister player nodes at scene changes to ensure the references aren't stale.
[20:24:30]
<zellfaze>
I want to create a Map Object Database, similar to what I made for Inventory Objects.
[20:24:51]
<zellfaze>
And along those same lines, I want to create a Plant Database that works similarly.
[20:25:22]
<zellfaze>
This way we have a well defined way to create and use map objects and plants (a subclass of map objects)
[20:25:58]
<zellfaze>
So basically that is where I am at and what my immediate plans are.
[20:26:08]
<otso>
I like the ideas..
[20:26:12]
<otso>
Written down!
[20:26:29]
<otso>
Speaking of players, that reminds me
[20:26:47]
<otso>
About changing player, i was thinking we could get rid of phenotype, and change it to character
[20:27:11]
<otso>
so combine the appearance and movement in one, then just have a separate "player" scene for input?
[20:27:28]
<otso>
Because both npc and player will need to be able to move it
[20:28:03]
<zellfaze>
I'd be fine with that.
[20:28:30]
<rpite>
wait zellfaze how you plan increasing responsiveness when using interrupts to move the player?
[20:28:40]
<zellfaze>
I didn't.
[20:28:47]
<rpite>
oh
[20:28:51]
<zellfaze>
I said I had nothing to help with that.
[20:28:59]
<zellfaze>
But I did have a way to help disable input.
[20:29:04]
<zellfaze>
That was that player service.
[20:29:24]
<zellfaze>
I figure a call would look like: Services.Players.get_player(1).disable_input()
[20:30:29]
<otso>
I like that.
[20:30:45]
<rpite>
could you do it directly in the player?
[20:31:01]
<zellfaze>
Yeah, from within the player class you'd just use disable_input()
[20:31:10]
<zellfaze>
Which would be a method we'd need to write.
[20:31:29]
<rpite>
ok, I'll try to add something like that
[20:32:04]
<otso>
But having an interface to call from many places makes sense
[20:32:11]
<zellfaze>
Doesn't even have to be a method nessecarily, a property that takes a bool or an enum would be fine too.
[20:32:28]
<zellfaze>
Exactly.
[20:32:41]
<zellfaze>
I figure the player is an important object that lots of things will need to reference.
[20:32:44]
<rpite>
why not just call directly on the player
[20:32:46]
<rpite>
?
[20:32:50]
<rpite>
why a global?
[20:32:54]
<zellfaze>
And at the same time, it needs to exist somewhere in the scene tree.
[20:33:05]
<zellfaze>
Because not every scene has a reference to player.
[20:33:08]
<otso>
I think a bool makes sense. You could just check before handling input and return if the flag is set
[20:33:10]
<rpite>
but if the player doesn't exist why do you need to disable input?
[20:33:24]
<otso>
It can exits and not be available from a a certain place.
[20:33:24]
<zellfaze>
Like the Inventory UI doesn't have a reference to player to call disable_input() on it.
[20:33:50]
<otso>
And if some other dialog pops up, it'd be nice to be able to always stop player, without needing to know the path
[20:33:54]
<rpite>
how is the inventory loaded
[20:33:59]
<rpite>
is it by the player?
[20:34:42]
<rpite>
right, if some dialog pops up and the player exists in the scene tree couldn't you just call get_node($player)?
[20:34:50]
<rpite>
or emit a signal
[20:34:54]
<zellfaze>
I'd have to know where $player is.
[20:35:04]
<rpite>
how about a signal
[20:35:21]
<zellfaze>
Could do that.
[20:35:52]
<zellfaze>
The Player could connect to a signal on the Inventory and watch for it to pop up.
[20:36:03]
<zellfaze>
It'd have to do that on all the UI though.
[20:36:22]
<rpite>
ok, I'll try to add something
[20:36:33]
<rpite>
to disable input
[20:37:09]
<otso>
Ok. I might not entirely understand signals, but if we did that instead of a global tracking thing, would we have to listen to a new signal for each thing that we want to stop input?
[20:37:11]
<zellfaze>
Yeah, if there is a public property or method to disable and enable input, then we can figure out from there.
[20:37:16]
<zellfaze>
Because we could definitely use a signal.
[20:37:32]
<zellfaze>
But that bit would need implemented either way (signal or global).
[20:37:42]
<rpite>
we connect the signal to a method
[20:37:47]
<otso>
Ok.
[20:37:54]
<rpite>
so when the signal is emitted the method is called
[20:37:59]
<zellfaze>
otso: So basically in Players _ready() we'd have a series of connect() statements to each UI scene.
[20:38:25]
<otso>
Ok. That makes sense
[20:38:37]
<otso>
Especially since UI is well organized, thanks
[20:38:38]
<zellfaze>
One for each UI scene to show, and one for it to hide. On the show we'd disable input, and on the hide we'd enable it again
[20:38:49]
<zellfaze>
Yeah, signals is definitely doable.
[20:39:00]
<rpite>
hmm, we can try it both ways and see which one is better
[20:39:30]
<zellfaze>
Signals seems more the Godot way to do it tbh.
[20:39:38]
<zellfaze>
I forget that we have those sometimes.
[20:39:40]
<rpite>
ok, I'll try that first
[20:40:59]
*** Quits:
otso (~otso@c-68-56-112-247.hsd1.mi.comcast.net) (Ping timeout: 20 seconds)
[20:41:32]
<zellfaze>
UI.Inventory.connect("visibility_changed", self, "_on_inventory_visibilty_changed")
[20:42:20]
<zellfaze>
UI.TextDialog.connect("visibility_changed", self, "_on_textdialog_visibility_changed")
[20:42:21]
*** Joins:
otso (~otso@c-68-56-112-247.hsd1.mi.comcast.net)
[20:42:27]
<otso>
Hi, let my laptop die
[20:42:29]
<otso>
sorry about that
[20:42:31]
<otso>
back now
[20:42:33]
<rpite>
np
[20:42:34]
<zellfaze>
No worries.
[20:43:10]
<otso>
Luckily I saved the minutes frequently!
[20:43:14]
<otso>
That would have sucked
[20:43:27]
<rpite>
lol I actually don't think it's your turn
[20:43:34]
<rpite>
since we dropped last two meetings
[20:43:42]
<otso>
Oops.
[20:43:46]
<rpite>
it's fine
[20:44:04]
<rpite>
I need to somehow add to the bot
[20:44:23]
<rpite>
#meeting canceled
[20:44:25]
<rpite>
or something
[20:44:36]
<otso>
That makes sense
[20:44:52]
<zellfaze>
On the note of IRC stuff, does this ircd support netmasks?
[20:45:13]
<otso>
Oof. not sure
[20:46:30]
<otso>
In the man, I see mentions of "Mask" and "ServiceMask"
[20:46:35]
<otso>
what do you mean by netmasks?
[20:46:39]
<otso>
I am not familiar
[20:46:44]
<zellfaze>
It might not be what they are called.
[20:46:49]
<rpite>
192.111.1.0/254?
[20:46:53]
<zellfaze>
It's been a while since I used them.
[20:47:31]
<zellfaze>
Changes: otso [~otso@c-68-56-112-247.hsd1.mi.comcast.net] to otso [~otso@classlessgames.com] if your identified
[20:49:08]
<zellfaze>
Keeps your IP address from showing up in all the channel logs or if someone whois' you.
[20:49:14]
<otso>
Hm. I'd have to read more about the server, and the feature
[20:49:18]
<otso>
That's a good question
[20:49:27]
<otso>
It is 'ngircd'
[20:49:52]
<rpite>
https://docs.godotengine.org/en/3.1/classes/class_node.html#class-node-method-set-physics-process
[20:50:00]
<rpite>
I think we can just use this
[20:50:11]
<zellfaze>
Oh good call.
[20:50:42]
<zellfaze>
If the movement is in it's own node disabling it's physics processing won't stop the rest of the character from doing what it needs to do.
[20:51:16]
<zellfaze>
Well that solves that I guess.
[20:51:33]
<rpite>
let me test it real quick
[20:51:53]
<rpite>
disables everything except idle animation and squatting
[20:52:08]
<rpite>
basically anything except in _unhandled_input
[20:52:12]
<zellfaze>
I figure right now it'd probably disable quite a bit.
[20:52:37]
<rpite>
you can also disable _unhandled_input
[20:52:41]
<zellfaze>
But if we are planning on moving Movement into it's own scene and making that a child a Character scene node, then once we do that it won't disable much.
[20:52:42]
<rpite>
so function would be like:
[20:52:51]
<zellfaze>
Which is a good thing.
[20:54:33]
<otso>
That sounds great
[20:55:26]
<rpite>
I managed to disable all input to player
[20:57:15]
<zellfaze>
Excellent
[20:57:26]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[20:57:26]
<IRCBot>
6f97c7b rpite Add function to disable and enable input for player
[20:58:15]
<zellfaze>
So I was thinking we should arrange our nodes in a specific way as far as PlayerControl scene under a Character scene goes.
[20:58:20]
<zellfaze>
https://imgur.com/a/LnwDBoU
[20:58:38]
<zellfaze>
I just threw these screenshots together to illustrate what I am trying to say.
[20:59:06]
<otso>
That makes sense
[20:59:09]
<zellfaze>
Both of these scenarios will look the same as far as code is concerned, as they result in the same scenetree when the game runs.
[20:59:41]
<zellfaze>
But by having the Control be a child of the Character in the main game scene, and not as part of the PlayerScene proper, it means we can swap them more easily.
[20:59:51]
<zellfaze>
Idk, even though the result is the same, it seems more loosely coupled.
[21:00:01]
<otso>
It does.
[21:00:07]
<otso>
I'm down for that
[21:00:30]
<rpite>
wait so I know I suggested this but what is the advantage of moving movement out of the player? is it for moving npc's?
[21:00:52]
<zellfaze>
Yeah, you could swap that PlayerControl scene with AIControl and bam now it's an NPC and not the player.
[21:00:55]
<zellfaze>
Or vice versa.
[21:01:15]
<rpite>
cool, I'll also try to do this
[21:01:27]
<otso>
Yes
[21:01:34]
<otso>
And I suggested to just move movement to phenotype
[21:01:53]
<zellfaze>
So we end up with two classes.
[21:01:56]
<otso>
because both will move the same way, the only difference is the controls
[21:02:00]
<zellfaze>
A Character class that combines movement and phenotype.
[21:02:21]
<rpite>
ok, so we are adding the movement and phenotype to character?
[21:02:23]
<zellfaze>
And a PlayerInput class that just looks for input and moves the Character class that is it's parent on the SceneTree
[21:02:55]
<otso>
I would just add movement to phenotype and rename it
[21:03:27]
<rpite>
wait do we want all npc's to look like player?
[21:03:37]
<zellfaze>
They wont
[21:04:01]
<zellfaze>
Because of the phenotype class
[21:04:02]
<otso>
Yeah, if you don't change the current stuff in phenotype, it'll keep working as it does now
[21:04:38]
<zellfaze>
PlayerInput scene can probably carry the Camera2D and the Cursor
[21:05:09]
<rpite>
I thought we are moving input to phenotype?
[21:05:18]
<otso>
Movement
[21:05:20]
<zellfaze>
We are moving movement to phenotype.
[21:05:24]
<zellfaze>
Movement and input are distinct.
[21:05:27]
<otso>
But input should remain on it's own, right?
[21:05:31]
<rpite>
why
[21:05:33]
<zellfaze>
Movement just handles moving the character and it's animations.
[21:05:38]
<otso>
So npc can move too
[21:05:39]
<zellfaze>
Input handles input
[21:05:46]
<otso>
I am happy to work on that today actually
[21:05:52]
<rpite>
why input on it's own?
[21:06:01]
<otso>
so npc can use the same movement
[21:06:07]
<otso>
but use "AI" instead of input
[21:06:07]
<zellfaze>
Because it is the only thing not generic to all NPCs.
[21:06:14]
<rpite>
but npc uses phenotype?
[21:06:18]
<otso>
Yes
[21:06:21]
<zellfaze>
The only thing that makes a PC different from NPC is input
[21:06:25]
<rpite>
so if you put input in phenotype npc can use same movement
[21:06:33]
<zellfaze>
So if we seperate out input into it's own class we can reuse all the rest.
[21:06:51]
<rpite>
so you don't want npc to have same movements as player
[21:07:09]
<otso>
We want the npcs to move the same way, but not based on input
[21:07:15]
<zellfaze>
They can still move in all the same ways (up, down, left, right, run, squat, etc.)
[21:07:21]
<zellfaze>
But not based on player input
[21:07:30]
<rpite>
ok
[21:07:56]
<zellfaze>
The PlayerInput scene gets input and then uses that input to control the Character scene, sort of like a puppeteer controlling a puppet.
[21:08:16]
<zellfaze>
When we want to make an NPC, we just swap PlayerInput for some AIInput scene, and have that puppet the character instead.
[21:08:28]
<rpite>
does it only control the player or can it also control the npc?
[21:09:00]
<otso>
Both.
[21:09:02]
<zellfaze>
If you were to take an NPC and remove it's AIInput node and replace it with a PlayerInput node, the player would now control that NPC
[21:09:04]
<otso>
If we move movement
[21:09:23]
<rpite>
why do we want player's to control npc
[21:09:28]
<zellfaze>
We don't.
[21:09:40]
<zellfaze>
I am just saying the only difference between them is one node.
[21:09:40]
<rpite>
then what's the point of moving playerinput out?
[21:09:56]
<zellfaze>
To genericize
[21:10:20]
<rpite>
do all npc's move the sameway?
[21:10:22]
<otso>
We want the npcs to move the same way as the player
[21:10:23]
<otso>
Yes
[21:10:42]
<otso>
You set the npc's direction to "up" and they should be able to move the same way
[21:11:05]
<rpite>
I don't think they should all have the same movements?
[21:11:10]
<otso>
Why
[21:11:13]
<rpite>
npc doesn't need to squat
[21:11:17]
<otso>
Yes they do
[21:11:23]
<otso>
To plant plants
[21:11:23]
<rpite>
why?
[21:11:28]
<rpite>
not all npc's are farmers
[21:11:35]
<otso>
But most are
[21:11:42]
<otso>
That's why there is a community gardn
[21:11:53]
<zellfaze>
And it makes it easier to just have them all have it than just some of them.
[21:12:21]
<zellfaze>
Doing it this way also means NPCs can have inventories without us having to do any extra work.
[21:12:40]
<rpite>
ok so point of player input is for an abstraction?
[21:12:45]
<zellfaze>
Yes.
[21:14:11]
<rpite>
do AI's even need inputs?
[21:14:25]
<rpite>
couldn't you just puppet using movement functions
[21:14:39]
<rpite>
if player never controls AI it doesn't need input from player
[21:14:50]
<otso>
We don't want to set input
[21:14:55]
<otso>
just move movement stuff
[21:14:58]
<rpite>
exactly
[21:15:02]
<otso>
Then the input sets direction
[21:15:04]
<rpite>
so no need for AIInput
[21:15:06]
<otso>
just as npc sets direction
[21:15:08]
<zellfaze>
Lemme show you some psuedocode.
[21:15:13]
<rpite>
just use AI movement
[21:15:13]
<zellfaze>
Maybe it will clear some of it up.
[21:16:18]
<otso>
Thanks. I think we may be on different pages
[21:16:45]
<zellfaze>
https://pastebin.com/LhHSNHHG
[21:17:22]
<rpite>
right what is the point of AI Input
[21:17:30]
<otso>
It's not actually keyboard input
[21:17:38]
<rpite>
then what input is it
[21:17:41]
<otso>
it is the ai's AI that sets "direction up"
[21:17:47]
<otso>
Just code
[21:17:50]
<otso>
No actual input
[21:17:56]
<rpite>
yeaha that can be done in movement methods
[21:18:02]
<rpite>
so you don't need input
[21:18:08]
<rpite>
input conceptually is keyboard/mouse input
[21:18:09]
<otso>
Ok. Then it seems this is just semantics
[21:18:15]
<rpite>
yeah
[21:18:40]
<rpite>
but if AI doesn't need separate input do we still need to take input out of player
[21:18:44]
<otso>
Ok. I am happy with calling it whatever, but does it make sense in terms of functionality?
[21:18:48]
<rpite>
since player is the only one with input
[21:18:53]
<otso>
Ok.
[21:19:00]
<rpite>
yeah I agree with character
[21:19:07]
<zellfaze>
We could call it CharacterPuppeteer if that would be better than CharacterInput. I don't really care what it's called.
[21:19:09]
<rpite>
since npc and player need to move
[21:19:24]
<rpite>
I'll move movement out of player
[21:19:32]
<otso>
I am happy to do that
[21:19:45]
<otso>
I want to make NPCs move, so it's part of what I was going to be doing anyways
[21:19:50]
<rpite>
ok
[21:20:00]
<rpite>
can we leave input in player?
[21:20:29]
<otso>
Yeah. I'm just moving "Movement" to a character class
[21:20:34]
<otso>
which player and npc will share
[21:20:42]
<otso>
then it can be named whatever everyone wants
[21:20:43]
<rpite>
ok
[21:22:36]
<otso>
Sweet. Glad we are on the same page.
[21:22:49]
<otso>
I'll start work on that as soon as the meeting is done.
[21:22:54]
<otso>
It will likely not take long
[21:23:16]
<rpite>
ok
[21:23:23]
<rpite>
but this will complicate game menu I think
[21:23:27]
<rpite>
so I will rewrite it
[21:23:39]
<otso>
Hm. Why?
[21:23:48]
<zellfaze>
Yeah why?
[21:23:49]
<otso>
Why will that complicate it
[21:24:00]
<rpite>
right now game_menu is added as a child of player
[21:24:02]
<otso>
It shouldn't change that at all I think
[21:24:06]
<rpite>
so it follow it around
[21:24:12]
<zellfaze>
Why is the menu a child of player and not UI?
[21:24:14]
<rpite>
I'll modify it to use root node
[21:24:29]
<rpite>
so it follows player around
[21:24:37]
<rpite>
it needs to be in viewport
[21:24:42]
<zellfaze>
The UI is on a seperate canvas layer so it's always on screen.
[21:24:57]
<zellfaze>
All of it's children inherit that.
[21:25:00]
<rpite>
ok, I'll add it to UI
[21:25:48]
<zellfaze>
It should be easy enough to do. Just instance it in ui.tscn and add the two appropriate lines to ui.gd
[21:25:53]
<zellfaze>
And you should be good to go
[21:26:10]
<otso>
I'll look into that at some point.
[21:26:13]
<zellfaze>
Then you'll be able to access it anywhere in code also using UI.GameMenu
[21:26:20]
<otso>
canvas layer I mean
[21:26:29]
<otso>
I'd like player options to be on the screen always too
[21:26:33]
<otso>
The way inventory is
[21:26:41]
<otso>
so you can open it up in different ways in-game
[21:27:22]
<zellfaze>
CanvasLayer lets you literally just draw a layer on top of everything else. It's great. Iirc correctly it is for using with UIs.
[21:27:26]
<otso>
Like at mirrors, dressers, etc.
[21:27:30]
<zellfaze>
Though I am sure that are probably other creative uses for it too.
[21:27:55]
<zellfaze>
Anyhow, UI is an autoloaded scene, so if you make it a child of that, it should be on it's own layer and always available.
[21:28:20]
<zellfaze>
You will need to ensure that you hide your scene in it's _ready() though, or it will appear on the main menu
[21:29:17]
<otso>
That makes sense. CanvasLayer sounds useful
[21:29:36]
<zellfaze>
Also if ya'll haven't seen ui.tscn and services.tscn, they are really simple scenes that I think provide a lot of value to us.
[21:29:36]
<rpite>
yup works great
[21:29:46]
<rpite>
yeah I added save_game to services
[21:29:52]
<otso>
Ok. I will look into that too.
[21:29:59]
<zellfaze>
One is just a place to put globals without polluting our namespaces and the other is the UI. xD
[21:31:00]
<rpite>
yes, the documentation is excellent
[21:31:07]
<rpite>
I'll try to add more better documentation
[21:32:15]
<otso>
Sweet!
[21:32:28]
<otso>
I think we all have a lot planned this week.
[21:32:37]
<otso>
Anyone have anything else?
[21:32:56]
<otso>
^ i really apreciate the great documentation by the way.
[21:33:14]
<rpite>
nothing from me
[21:33:17]
<zellfaze>
Thanks. I have been burned by my own bad documentation practices too many times.
[21:34:21]
<zellfaze>
I've got nothing more to add at the moment I don't think.
[21:34:31]
<zellfaze>
Oh hey.
[21:34:37]
<zellfaze>
Certificate expired on the website.
[21:34:47]
<rpite>
it did?
[21:34:50]
<otso>
Oh shit, I thought I fixed that
[21:35:11]
<otso>
wait
[21:35:14]
<otso>
It looks good to me
[21:35:21]
<zellfaze>
I just went to irc.classlessgames.com and got a certificate expired error.
[21:35:24]
<zellfaze>
Expired yesterday.
[21:35:30]
<otso>
Oh shit
[21:35:31]
<zellfaze>
I did have one more thing.
[21:35:34]
<otso>
I forgot to add that one
[21:35:42]
<zellfaze>
Wok
[21:35:48]
<rpite>
yup same here
[21:35:52]
<rpite>
wait what about wok
[21:35:53]
<zellfaze>
Jewish monk practicing The Middle Way?
[21:36:06]
<zellfaze>
The Middle Way is a Buddhist practice (I am a Buddhist)
[21:36:17]
<rpite>
yeah the jewish part will be removed
[21:36:27]
<rpite>
I didn't mean for The Middle Way to actually reference something
[21:36:32]
<zellfaze>
It is
[21:36:42]
<zellfaze>
It's a central Buddhist teaching
[21:36:56]
<otso>
I think we should maybe have more discussion of each of the players and how they fit into our ideals and goals as a group
[21:36:57]
<zellfaze>
https://en.wikipedia.org/wiki/Middle_Way
[21:37:04]
<rpite>
I'll call it The Center
[21:37:16]
<zellfaze>
I'm fine with a Buddhist monk as a character.
[21:37:25]
<zellfaze>
We just need to be careful about religous symbols.
[21:37:29]
<rpite>
ok
[21:37:39]
<rpite>
I never meant him to be buddhist
[21:37:50]
<otso>
I also think it's good to be careful with mental illness and topics of abuse.
[21:37:51]
<rpite>
I wanted him to be an enlightened centrist!
[21:38:50]
<otso>
We should just take care to be deliberate with how we portray different peoples
[21:39:00]
<zellfaze>
^^
[21:39:28]
<rpite>
sure
[21:40:26]
<zellfaze>
Anyhow, now I have nothing more to add.
[21:40:43]
<zellfaze>
Sorry to bring that up right at the end, I just remembered being super confused by it.
[21:41:01]
<zellfaze>
Jewish Buddhist monk. I was like, maybe he is ethnically Jewish? idk
[21:41:45]
<rpite>
my bad, I should do more research
[21:41:49]
<rpite>
I wanted to add some humor
[21:42:33]
<otso>
It's good. I didn't see it either
[21:42:40]
<otso>
I'm glad zellfaze had the context to notice
[21:44:23]
<zellfaze>
Well I think I'm going to go have a smoke. This was a good meeting.
[21:44:28]
<otso>
Sweet! Thanks.
[21:44:35]
<otso>
I'll start working on separating movement
[21:44:47]
<otso>
Have a good smoke, I'll check back in when it's done.
[21:44:49]
<rpite>
cya
[21:46:16]
*** Quits:
otso (~otso@c-68-56-112-247.hsd1.mi.comcast.net) ("leaving")
[21:48:37]
<IRCBot>
[git] 3 commits pushed to PlantRebellion/refs/heads/master
[21:48:37]
<IRCBot>
6c5e005 rpite Add game_menu to UI
[21:48:39]
<IRCBot>
b5cb062 rpite Add save_game service
[21:48:41]
<IRCBot>
c0d3251 rpite Load game_menu in player when pressing ui_load_menu
[21:52:50]
<IRCBot>
[git] 2 commits pushed to PlantRebellion/refs/heads/master
[21:52:50]
<IRCBot>
e1df670 rpite Delete game_menu child from player
[21:52:52]
<IRCBot>
a12577b rpite Add save and quit functionality to game_menu
[21:56:22]
*** Joins:
otso (~otso@c-68-56-112-247.hsd1.mi.comcast.net)
[21:56:28]
*** Quits:
otso (~otso@c-68-56-112-247.hsd1.mi.comcast.net) ("Lost terminal")
[22:07:28]
<IRCBot>
[git] 2 commits pushed to PlantRebellion/refs/heads/master
[22:07:28]
<IRCBot>
d0262a4 otso modified: scenes/menu/main_menu/main_menu.tscn modified: scenes/menu/options/player/player_options.tscn modified: scenes/npc/npc.tscn renamed: scenes/player/phenotype.gd -> scenes/player/character.gd renamed: scenes/player/phenotype.tscn -> scenes/player/character.tscn modified: scenes/player/player.gd modified: scenes/player/player.tscn deleted: scenes/player/player_phenotype.tscn Renamed phenotype to character and fixed[CUT]
[22:07:33]
<IRCBot>
9d3d529 otso Merge branch 'master' of classlessgames.com:PlantRebellion
[22:15:47]
*** Joins:
otso (~otso@c-68-56-112-247.hsd1.mi.comcast.net)
[22:15:53]
<otso>
So I am adding back in player standin
[22:16:01]
<rpite>
why
[22:16:07]
<otso>
If you want, it can be removed, but skin still needs to be generated in the same way
[22:16:23]
<rpite>
what do you mean by generated in the same way
[22:16:25]
<otso>
If you want to add extra checks to the code to delete the skin elements, then readd it in the normal way
[22:16:37]
<rpite>
delete skin elements?
[22:16:40]
<otso>
I'll write documentation, but skin is generated base don path. It makes it easier to add it
[22:16:40]
<rpite>
what are skin elements?
[22:16:50]
<otso>
Delete the sprite frames before readding them
[22:16:56]
<rpite>
why?
[22:17:16]
<otso>
Because it needs to be created with player_sprite.gd
[22:17:21]
<otso>
This makes it easier to add new sprites
[22:17:37]
<otso>
I'm sorry for not writing documentation for it yet. I'll do that more this week
[22:17:45]
<otso>
there's some basic description in the wiki under player
[22:18:00]
<rpite>
how about we leave it in player_phenotype
[22:18:12]
<rpite>
you can just delete it in phenotype or character or whatever
[22:18:18]
<otso>
Delete what?
[22:18:23]
<rpite>
spriteframes
[22:18:50]
<otso>
I don't understand what you mean. You should look at player_sprite
[22:18:56]
<rpite>
I have looked at it
[22:19:00]
<otso>
Ok.
[22:19:02]
<rpite>
that's how I made the spriteframes
[22:19:17]
<otso>
Ok. It needs to be generated based on that
[22:19:21]
<rpite>
I added player_phenotype which inherits from phenotype
[22:19:34]
<otso>
Ah. That's a different thing
[22:19:45]
<rpite>
maybe we can keep the sprite frames in player_phenotype since the player skin doesn't need to be changed?
[22:19:48]
<otso>
I removed that because I don't understand why we'd need two phenotype classes
[22:19:57]
<rpite>
we need two
[22:19:59]
<otso>
Why
[22:20:04]
<rpite>
so that call_group() works
[22:20:13]
<otso>
Call_group doesn't need to work
[22:20:18]
<otso>
It works without it with only one scene
[22:20:27]
<otso>
So, why add a second scene just to have a group?
[22:20:27]
<rpite>
no
[22:20:41]
<rpite>
originally you got rid of call_group because it made the npc move
[22:20:42]
<otso>
no what
[22:20:46]
<otso>
Yes.
[22:20:49]
<rpite>
it doesn't work with one scene
[22:20:55]
<rpite>
so I added another scene only for player
[22:20:57]
<otso>
Not if you use a group
[22:20:59]
<rpite>
since player and npc are different
[22:21:02]
<otso>
But one scene works without group
[22:21:14]
<rpite>
yeah but that code was inefficient and ugly
[22:21:18]
<otso>
But there shouldn't be two phenotypes. It works with just one
[22:21:20]
<rpite>
it was like triple for loop
[22:21:27]
<rpite>
with weird addition of skin
[22:21:28]
<otso>
Ok. But it works as one scene
[22:21:41]
<otso>
Ugly is better than maintaining two nearly identical scens
[22:21:47]
<rpite>
it can work, but if another implementation is better, why not do that?
[22:21:56]
<otso>
It isn't better
[22:22:00]
<rpite>
the scenes won't be identical
[22:22:08]
<rpite>
since the original scene needs to be used for npc also
[22:22:11]
<otso>
except for that, they will be
[22:22:16]
<rpite>
it is better by far
[22:22:18]
<otso>
Yeah. Right now one can be used for one.
[22:22:54]
<otso>
Like, an ugly for loop makes the scene work for npc and player identically
[22:23:12]
<rpite>
doesn't make sense to have same scene for npc and player
[22:23:18]
<otso>
Yes it does
[22:23:20]
<rpite>
inherited scene is better for each
[22:23:20]
<otso>
It works now
[22:23:29]
<rpite>
saying it works doesn't mean it's the best way
[22:23:36]
<rpite>
clearly a triple for loop is not the best way
[22:23:49]
<otso>
But it's a better way than two nearly identical scenes
[22:24:01]
<rpite>
they are identical because one is an inherited scene
[22:24:08]
<rpite>
that's the point of an inherited scene
[22:24:22]
<rpite>
you only modify things that are relevant to the inherited scene
[22:24:34]
<otso>
But then you have ugly for loop and groups
[22:24:39]
<rpite>
no?
[22:24:47]
<rpite>
I'm not using any for loops
[22:25:02]
<otso>
But phenotype, used for npc still did
[22:25:12]
<rpite>
using a group is far better than checking for skin manually then looping through everything to find grandparents
[22:25:23]
<rpite>
and if you ever change the scene everything will break
[22:25:31]
<otso>
Ok. Can you make groups make NPC and player distinct?
[22:25:33]
<rpite>
with a group all you need to do is add the node to the group
[22:25:34]
<otso>
While using groups
[22:25:38]
<otso>
so far I haven't seen it
[22:25:47]
<otso>
If you can make it work, I have no problem with it
[22:25:47]
<rpite>
yes
[22:25:49]
<otso>
Ok.
[22:25:51]
<rpite>
I already did it
[22:26:10]
<rpite>
the player has the groups but the npc doesn't
[22:26:21]
<rpite>
since the player is based off an inherited scene with the group
[22:26:32]
<rpite>
and the npc is based off the original scene without the group
[22:26:36]
<otso>
Which means npc still uses loops
[22:26:43]
<otso>
so your solutoion is to use groups and loops
[22:26:44]
<rpite>
no
[22:26:53]
<rpite>
well right now npc isn't moving
[22:27:03]
<rpite>
but if npc does move you can just use a different group
[22:27:13]
<rpite>
by ineriting from phenotype with npc_phenotype
[22:27:25]
<otso>
Ok. So are we going to make a different unique inherited scene for each npc?
[22:27:32]
<otso>
That seems more complicated too
[22:27:55]
<rpite>
yeah probably, since they all should look different?
[22:28:05]
<otso>
Ok. But with loops, one scene works for all
[22:28:42]
<otso>
So, more ugly but way easier to maintain
[22:28:55]
<rpite>
no, if you ever change the scenetree is breaks
[22:29:00]
<rpite>
it breaks*
[22:29:18]
<rpite>
if the node isn't added specifically as a grand parent or something else it breaks
[22:29:23]
<rpite>
so it's not easier to maintain
[22:29:30]
<otso>
Ok. We don't need to change phenotype necessarily. It can be documented to stay that way.
[22:29:34]
<rpite>
if groups you have greater flexibility
[22:29:40]
<otso>
But only maintaining one copy is easier than 50
[22:29:46]
<otso>
even if each of the 50 is simpler
[22:29:48]
<rpite>
and as you add more attribute to phenotype
[22:29:56]
<rpite>
the code gets even slower
[22:29:59]
<rpite>
it scales terribly
[22:30:11]
<otso>
Ok. But so does a unique scene for each npc
[22:30:19]
<otso>
If you can make groups work with one, that's great
[22:30:23]
<rpite>
no, we are already going to have to add a unique scene for npc's
[22:30:28]
<otso>
We won't
[22:30:30]
<rpite>
unless you want all npc's to look the same
[22:30:33]
<otso>
No
[22:30:38]
<otso>
That's how phenotype works
[22:30:39]
<rpite>
by that I mean
[22:30:43]
<rpite>
have the same phenotype
[22:30:45]
<otso>
you can set appearance with just one string
[22:30:51]
<otso>
And have just one scene
[22:30:55]
<rpite>
because right now the npc looks very similar to the player
[22:31:01]
<rpite>
since they share the same phenotype
[22:31:03]
<otso>
Ok.
[22:31:07]
<otso>
They should
[22:31:13]
<rpite>
no?
[22:31:16]
<otso>
As I add more sprites, they will look different
[22:31:20]
<rpite>
if we have a young girl
[22:31:24]
<otso>
without needing to make separate scenes
[22:31:27]
<rpite>
it should look nothing like the player
[22:31:28]
<otso>
then they are different sprites
[22:31:30]
<otso>
same phenotype
[22:31:52]
<rpite>
ok, then npc's don't need unique phenotypes
[22:31:56]
<rpite>
we just create one scene
[22:31:58]
<rpite>
npc_phenotype
[22:32:02]
<rpite>
that's it
[22:32:07]
<otso>
which works for loops, but not for groups
[22:32:13]
<rpite>
it does work for groups
[22:32:14]
<otso>
If you can make groups work, that's fine
[22:32:17]
<rpite>
yes
[22:32:19]
<otso>
but I haven't seen it yet
[22:32:27]
<rpite>
it's already being used
[22:32:31]
<otso>
no it isn't
[22:32:34]
<rpite>
yes it is
[22:32:40]
<rpite>
look in the code
[22:32:41]
<otso>
i'm looking at it
[22:32:47]
<rpite>
your for loops are gone
[22:32:54]
<rpite>
I already deleted it, unless you readded it
[22:33:20]
<otso>
it only works because you made two different scense
[22:33:24]
<rpite>
right
[22:33:28]
<rpite>
but the groups work
[22:33:36]
<otso>
which we would then need a unique scene for each npc
[22:33:38]
<rpite>
no
[22:33:54]
<otso>
then why does player_phenotyp exist
[22:34:14]
<rpite>
you can add in code
[22:34:55]
<otso>
Add what in code?
[22:35:13]
<rpite>
each npc can create their own group
[22:35:38]
<otso>
Ok.
[22:35:47]
<otso>
If you make it work, I will leave it. That's fine for me
[22:35:53]
<rpite>
ok
[22:36:17]
<otso>
As long as player and npc are unique with one phenotype scene
[22:37:20]
<otso>
It might be easier to wait though
[22:37:29]
<otso>
Because phenotype will be changing as I move movement to it
[22:39:08]
<rpite>
ok
[22:46:32]
<otso>
Rpite, if I make phenotype a child of character, any way to call functions on phenotype from a scene where it is instanced?
[22:46:59]
<otso>
I.E. something like $Character/Phenotype.set_phenotype()?
[22:48:56]
<rpite>
have you tested it just on phenotype directly
[22:49:02]
<rpite>
maybe it causes changes in instances
[22:49:17]
<otso>
Tested what
[22:50:35]
<rpite>
I'm confused about what you are trying to do
[22:50:39]
<otso>
Ah.
[22:50:44]
<otso>
I don't want to have Phenotype anymore
[22:50:55]
<otso>
I'd just like Character, with phenotype as a child
[22:50:59]
<rpite>
do you mean the scene or the script?
[22:51:01]
<otso>
so I'd like to keep the same calls
[22:51:03]
<otso>
the scene
[22:51:38]
<rpite>
yeah I think $Character/Phenotype should work, have you tested it?
[22:51:53]
<otso>
Yeah. Maybe I did something wrong. I'll double check
[22:52:09]
<rpite>
try clicking make children editable
[22:52:18]
<rpite>
in wherever character is instanced
[22:52:18]
<otso>
Actually, looks like it does work
[22:52:21]
<rpite>
ok
[22:52:26]
<otso>
Thanks!
[22:53:01]
<rpite>
np
[22:55:03]
<rpite>
I think if you want to do one scene we can do some variant of for loop first then get_group for every other call
[22:55:11]
<rpite>
that way you don't have to do for loop every time
[22:55:21]
<rpite>
for loop sets up group
[22:55:30]
<rpite>
then subsequent calls use group
[22:55:41]
<otso>
Oh. In ready?
[22:55:47]
<rpite>
no, in a function
[22:55:58]
<otso>
Why not ready?
[22:56:00]
<rpite>
it can be called set_group or something
[22:56:05]
<otso>
So each instance can be unique?
[22:56:08]
<rpite>
yeah
[22:56:12]
<otso>
Sweet
[22:56:16]
<otso>
That's a good idea.
[22:56:21]
<rpite>
then in set_property it has group as a parameter
[22:56:27]
<rpite>
cool
[22:56:33]
<rpite>
we'll do both ways
[22:56:54]
<otso>
That works for me

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2021-02-18.logJump to top

[00:21:32]
*** Joins:
otso (~otso@c-68-56-112-247.hsd1.mi.comcast.net)
[00:21:59]
<otso>
Sorry I'm late, I lost track of time
[00:22:02]
<zellfaze>
No worries.
[00:22:06]
<rpite>
np
[00:22:17]
<zellfaze>
I'm hacking away on the inventory.
[00:22:32]
<otso>
I have been learning to sew, so my mother and I were virtually working through a shirt pattern.
[00:22:39]
<otso>
And I was in the zone for a while
[00:22:50]
<zellfaze>
That is a very valuable skill to have.
[00:23:11]
* zellfaze
has two sewing machines themselves. A Singer and a small portable one.
[00:23:37]
<otso>
I saw a portable one the other day, and it looked awesome. Is it hand cranked?
[00:24:01]
<otso>
Also, have you seen freesewing? It's a site for generating open source patterns based on measurements
[00:24:06]
<zellfaze>
Battery powered or plugged in.
[00:24:29]
<zellfaze>
It has a little foot peddle that plugs into it too.
[00:25:11]
<zellfaze>
It's adorably small. Like a foot tall and maybe about as wide.
[00:25:25]
* zellfaze
has not.
[00:25:31]
<otso>
That's awesome!
[00:25:39]
<otso>
I have been using a really old one from goodwill
[00:25:56]
<otso>
It is cast iron
[00:26:09]
<zellfaze>
!! That's gotta be super heavy.
[00:26:21]
<otso>
It is so heavy.
[00:26:43]
<otso>
I have been leaving it on the table lately, and just eating around it because getting it out and putting it back is intense
[00:27:24]
<zellfaze>
I'd believe it. I don't use my sewing machine much. It came in handy at the beginning of the pandemic to make a bunch of really shitty masks (I am not good at using it).
[00:27:34]
<otso>
I'm looking at line 39 and I have no idea why it's commented out
[00:27:42]
<zellfaze>
I do a fair amount of handsewing to fix my clothing though.
[00:28:11]
<otso>
Yes! that's what I've used it for mostly, but lately I have been making small bags, and now I've started clothing
[00:28:49]
<zellfaze>
That line was a different line of code when I made that comment earlier. Coincidence that the current line 39 is commented out too. Lol
[00:30:30]
<zellfaze>
The line I was referring to is now line 46 and is no longer commented out.
[00:30:50]
<rpite>
what script
[00:30:54]
<zellfaze>
player.gd
[00:31:12]
<zellfaze>
I had been curious why this was commented out, but it isn't commented out anymore, so no worries.
[00:31:15]
<zellfaze>
UI.get_node("Inventory").connect_to_inventory(inventory)
[00:31:20]
<rpite>
oh it broke
[00:31:34]
<rpite>
if you git pull with the editor it replaces autoloads
[00:32:37]
<zellfaze>
Speaking of that line though...
[00:33:49]
<rpite>
huh
[00:33:50]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[00:33:50]
<IRCBot>
47edd37 Zell Faze Updated player.gd to use easier method of accessing UI children
[00:33:58]
<rpite>
cool
[00:34:44]
<zellfaze>
I felt like get_node() was ugly, and I'd already found an easy way around it with the Services autoload, so we might as well use it for the UI autoload too.
[00:35:28]
<zellfaze>
The UI and Services scenes are really acting more of Namespaces for global objects than anything else.
[00:51:14]
<zellfaze>
So I am adding a button to open and close the inventory and I was planning to use an input map, but I noticed that we are using scancodes for all the input other than movement?
[00:51:40]
<rpite>
OS.find_scancode_string()
[00:51:57]
<rpite>
yeah I changed all other input to be based on interrupts
[00:51:58]
<zellfaze>
That means the keys can't be rebound though then.
[00:52:20]
<zellfaze>
We can get the input map still in _unhandled_key_input.
[00:52:20]
<rpite>
you can just modify the Dictionary
[00:52:23]
<zellfaze>
Okay.
[00:52:42]
<zellfaze>
I mean by the player.
[00:52:44]
<rpite>
we should use a different script for input
[00:52:52]
<rpite>
I can add a function to remap input
[00:53:20]
<zellfaze>
Do you mind if I move it over to using the Input Map system that Godot provides us?
[00:53:27]
<zellfaze>
I can keep the logic the same.
[00:53:28]
<rpite>
no
[00:53:34]
<zellfaze>
Just using input map names instead of scancodes.
[00:53:38]
<rpite>
sure
[00:53:54]
<rpite>
maybe add it in a different script though
[00:54:00]
<rpite>
everything is being dumped in player
[00:54:38]
<zellfaze>
Probably not a bad idea to do. I'll probably not do it in this commit, I just wanted to add another input real fast. xD
[00:56:52]
<otso>
Why use interupts if the other option would allow it to be rebound?
[00:57:30]
<otso>
Or wait, did you mean we should just modify the dictionary to allow it to be rebound?
[00:58:03]
<rpite>
interrupts for keys that aren't frequently pressed
[00:58:21]
<rpite>
you can rebind using input map instead
[01:02:30]
<zellfaze>
I am keeping it using interupts, but changing it to use InputMaps instead of Scancodes to determine which button is pressed.
[01:18:31]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[01:18:31]
<IRCBot>
00ede11 Zell Faze Modified player.gd to use InputMaps instead of Scancodes
[01:19:17]
<zellfaze>
I tried to keep the logic more-or-less the same, and the interface is the same mostly too.
[01:19:22]
<rpite>
ok
[01:24:20]
<zellfaze>
I probably should have noted in the code, but the order of the pressed_inputmap_to_function Dictionary matters to the function. Since multiple InputMaps can be bound to the same key, it breaks out as soon as it finds the first match.
[01:24:51]
<zellfaze>
So actions at the top of the list will have priority over ones lower on the list if the player were for some reason to set the same key for them.
[01:25:21]
<rpite>
maybe we should prevent the player from setting the same key for multiple actions?
[01:25:28]
<zellfaze>
Yeah, we could do that.
[01:26:34]
<otso>
If we do, we should be careful with that. Some games make it difficult to switch them by not letting you have multiple set.
[01:26:43]
<zellfaze>
That's fair.
[01:27:01]
<zellfaze>
And actually, it also means we can break apart actions that the player probably wants on the same key, but might not.
[01:27:27]
<zellfaze>
For example, the "Use" button (usually bound to "E") and the "Okay" button (usually bound to "E")
[01:27:36]
<otso>
That makes sense.
[01:28:14]
<zellfaze>
Hadn't thought about the accessibility side of it. Thank you for pointing that out.
[01:28:36]
<zellfaze>
Anyhow, as long as our list is sane, we should be fine.
[01:29:12]
<zellfaze>
Don't put "Quit" at the bottom or "Run" at the top.
[01:29:35]
<otso>
I only thought of it because there are games that have annoyed me immensely by either making me switch to an intermediary key, or having something randomely unset and not warning me
[01:29:44]
<otso>
That's a good point.
[01:31:42]
<zellfaze>
rpite: Curious, how did you find _unhandled_key_input if you remember.
[01:31:59]
<rpite>
I looked up _input
[01:32:08]
<rpite>
then it said it recommends _unhandled_key_input
[01:32:12]
<rpite>
for gameplay input
[01:32:33]
<zellfaze>
Ah.
[01:32:58]
<zellfaze>
It's not mentioned on the InputEvent page or in the InputEvent chart. (There is an open bug for this: https://github.com/godotengine/godot-docs/issues/2581) so I was curious how you ran into it.
[01:33:24]
<zellfaze>
Good to know it's mentioned somewhere in the docs.
[01:33:48]
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[01:34:30]
<zellfaze>
I didn't know about it until I saw it in our codebase.
[01:34:36]
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[01:35:26]
* zellfaze
is curious if _unhandled_input or _unhandled_key_input runs first.
[01:36:58]
* otso
has no idea
[01:57:40]
<zellfaze>
I'ma go have a quick smoke.
[01:57:47]
<rpite>
ok
[02:14:37]
<rpite>
About to push changes to _physics_process in player.gd
[02:19:35]
<IRCBot>
[git] 2 commits pushed to PlantRebellion/refs/heads/master
[02:19:35]
<IRCBot>
3eba45c rpite Temporary cleanup of _physics_process
[02:19:37]
<IRCBot>
5c63d7d rpite Fix conflicts
[02:29:33]
<IRCBot>
[git] 3 commits pushed to PlantRebellion/refs/heads/master
[02:29:33]
<IRCBot>
67e32ce rpite Remove unnecessary if statement
[02:29:36]
<IRCBot>
7d113fe rpite Format comment
[02:29:38]
<IRCBot>
777a5bf rpite Fix logic for setting hp
[02:30:58]
<otso>
By the way, did someone intentionally change phenotype, or was it just a merge conflict?
[02:30:59]
<rpite>
zellfaze do you know why when you uncomment
[02:31:12]
<rpite>
yeah I added set_animation
[02:31:28]
<otso>
Ah. Did you also re-add groups?
[02:31:33]
<rpite>
yeah
[02:31:34]
<otso>
Because that actually doesn't work
[02:31:38]
<rpite>
why not
[02:31:48]
<otso>
I changed it back because it makes all phenotypes change when players change
[02:31:58]
<rpite>
like npc?
[02:32:10]
<rpite>
it does the same thing as your original code
[02:32:25]
<otso>
No it doesn't
[02:32:40]
<otso>
Because the npc moves with the player, and didn't before
[02:32:59]
<rpite>
oh
[02:33:05]
<rpite>
that isn't because of groups
[02:33:11]
<rpite>
that's because of set_animation probably
[02:33:26]
<zellfaze>
rpite: I'm not sure I understand the question you were trying to ask me?
[02:34:02]
<rpite>
when you uncomment the line starting with #var cell_size it goes into an infinite loop
[02:34:08]
<rpite>
do you know why
[02:34:33]
<zellfaze>
Which file?
[02:34:42]
<rpite>
player.gd
[02:35:05]
<zellfaze>
My copy of player.gd doesn't have a cell_size?
[02:35:35]
<rpite>
should be at the top
[02:35:41]
<rpite>
line 9
[02:35:42]
<zellfaze>
I must be a few commits behind.
[02:36:26]
<zellfaze>
Why are you getting the cell size that way? There is a much easier way.
[02:36:36]
<rpite>
how
[02:36:46]
<zellfaze>
Services.MapManager.cell_size()
[02:36:52]
<rpite>
ok
[02:36:54]
<zellfaze>
Returns a Vector2
[02:37:08]
<rpite>
I don't want a vector2 though
[02:37:20]
<rpite>
what about cell_quadrant_size()
[02:38:18]
<rpite>
i mean
[02:38:24]
<rpite>
cell_quadrant_size
[02:38:50]
<zellfaze>
Services.MapManager.get_child(0).cell_quadrant_size would get it.
[02:39:07]
<zellfaze>
Curious why you want that though? "Optimizes drawing by batching, using chunks of this size."
[02:39:24]
<rpite>
because there is a magic number 5 in player.gd
[02:39:43]
<rpite>
on line 197 for me
[02:40:01]
<zellfaze>
Ah.
[02:40:25]
<rpite>
cell_size() also goes into infinite loop
[02:40:27]
<zellfaze>
I don't think cell_quadrant_size (which would be 16) is likely the best fit for that. Maybe a constant?
[02:40:36]
<zellfaze>
Weird....
[02:40:39]
<rpite>
yeah I was going to multiply by 4
[02:40:55]
<rpite>
it also goes into infinite loop when I change function name _run to run
[02:41:45]
<rpite>
wait no that's fixed
[02:42:10]
<otso>
This is my fault for not documenting this, but not done should not let you take action, not just not change the animation
[02:42:30]
<zellfaze>
Why not divide cell_size() by 16?
[02:42:35]
<otso>
The idea was that if you were in the middle of squatting, you really shouldn't walk across the map
[02:42:49]
<rpite>
idk cell_size().x should work
[02:42:55]
<rpite>
but it goes into infinite loop
[02:43:04]
<rpite>
ah yeah for the isdone I was confused
[02:43:11]
<rpite>
I had to manually add if statements
[02:43:57]
<zellfaze>
cell_size() on MapManager is just one line: return get_child(0).cell_size not sure why that would cause an infinite loop.
[02:44:04]
<zellfaze>
Is it loaded into the scenetree yet?
[02:44:10]
<zellfaze>
Maybe change var to onready var
[02:45:20]
<rpite>
yup that worked
[02:49:37]
<otso>
Can we agree to leave the function call as "set_animation" for setting the animation. I think it has been changed a couple times.
[02:49:50]
<rpite>
sure
[02:49:53]
<otso>
Thanks
[02:50:09]
<otso>
I'll write a bit more documentation for that setup so it's a bit clearer
[02:53:35]
<rpite>
should we allow players to move within a cell
[02:59:37]
<otso>
I don't know that it matters
[02:59:42]
<rpite>
ok
[02:59:59]
<otso>
I think we should focus a bit on gameplay and see as we go which mechanics that yields
[03:00:17]
<rpite>
I will just allow them to move within a cell
[03:01:48]
<otso>
Do y'all still have empty themes
[03:01:53]
<rpite>
no
[03:02:07]
<otso>
oh weird. In a clean clone it looks empty
[03:03:10]
<zellfaze>
rpite: As it is right now, even though the cursor highlight an entire cell, the player actually moves the exact pixel the system cursor is located on.
[03:03:22]
<zellfaze>
And the WASD movement lets you move within tiles too.
[03:03:48]
<rpite>
you can't move within a tile with a mouse
[03:03:56]
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[03:04:27]
<zellfaze>
Sure enough.
[03:04:35]
<zellfaze>
I guess that must have been changed at some point.
[03:09:43]
<zellfaze>
I think I am going to need to seperate the Inventory UI into two scenes.
[03:11:33]
<zellfaze>
I'm having trouble with the controls still capturing input even after they are hidden, but only when I hide part of the Inventory UI scene, not when I hide it all.
[03:11:43]
<zellfaze>
You'd think one of these would stop it: https://pastebin.com/4fFTYTwM
[03:12:17]
<zellfaze>
Anyhow, splitting it into two scenes will fix my issue. I'm just frustrated with it. Lol
[03:12:38]
<rpite>
bug in godot?
[03:12:57]
<zellfaze>
It's quite possible.
[03:13:10]
<zellfaze>
At the very least its a bug in their docs.
[03:14:31]
<zellfaze>
The only things I haven't disabled (unless there are things the docs don't mention) on the nodes are _process and _physics_process, which I actually want them to use still.... so.
[03:14:50]
<rpite>
can I change the name of the "Up", "Down", "Left", and "Right" animations to "WalkUp", ... "WalkRight" otso?
[03:15:21]
<otso>
Um. We could
[03:15:28]
<otso>
I don't have a problem with that.
[03:15:31]
<rpite>
ok
[03:15:34]
<otso>
Make sure to test after that though
[03:15:58]
<otso>
And obviously change it in player_sprite.gd
[03:17:05]
<rpite>
hmmm
[03:17:09]
<zellfaze>
Well at least the good thing about splitting this into two scenes is that I can do that thing where the hotbar moves between the top and bottom of the screen more easily.
[03:17:21]
<rpite>
cool
[03:17:28]
<rpite>
also otso
[03:17:33]
<otso>
Yeah
[03:18:20]
<rpite>
never mind
[03:18:36]
<rpite>
I was going to say maybe change IdleUp to Up so I can put the action_name as ""
[03:18:44]
<rpite>
but action_name = "Idle" is ok
[03:19:21]
<otso>
tbh I am happy to any change in names as long as it doesn't break the sprites
[03:35:27]
<rpite>
the walking animation doesn't work
[03:35:45]
<rpite>
ah I think I know why
[03:36:34]
<rpite>
when does the walking animation finish?
[03:39:18]
<otso>
What do you mean it doesn't work?
[03:39:27]
<otso>
It seems to work fine on my end
[03:39:42]
<rpite>
it probably just plays initially and then I set it again and it doesn't ever complete
[03:40:11]
<rpite>
I made some changes
[03:40:25]
<rpite>
to the animation nae
[03:40:27]
<rpite>
name
[03:40:44]
<otso>
changing name shouldn't have broken it though
[03:43:21]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[03:43:21]
<IRCBot>
46c03df otso modified: scenes/player/phenotype.gd modified: scenes/player/phenotype.tscn modified: scenes/player/player.tscn Fixed bug where groups made npc move with player
[03:52:49]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[03:52:49]
<IRCBot>
1400cc7 rpite Delete unused function start() in player.gd
[04:04:03]
<rpite>
zellfaze I think an InputEventKey can have only one scancode at a time
[04:06:51]
<zellfaze>
Yes.
[04:07:18]
<zellfaze>
What I was talking about earlier was that it can have multiple is_action_pressed() or is_action_released() calls that return true.
[04:07:34]
<zellfaze>
Multiple InputMaps can have the same Scancode assigned to them.
[04:07:35]
<rpite>
so why do you need to check for every ui action unless you want to map a scancode to multiple ui_actions
[04:08:09]
<rpite>
why are we using multiple InputMaps
[04:08:35]
<rpite>
there's only 1 global input map by default in the editor
[04:09:02]
<zellfaze>
Sorry I mispook. I don't mean multiple InputMaps, I mean multiple action groups.
[04:10:17]
<rpite>
doesn't make sense to bind the same key to different actions
[04:10:19]
<IRCBot>
[git] 3 commits pushed to PlantRebellion/refs/heads/master
[04:10:19]
<IRCBot>
47e65ef otso modified: scenes/player/phenotype.gd modified: scenes/player/phenotype.tscn modified: scenes/player/player.gd
[04:10:21]
<IRCBot>
7577826 otso modified: scenes/player/phenotype.gd modified: scenes/player/phenotype.tscn modified: scenes/player/player.gd Fixed issue with "is_done" which allowed player to squat repeatedly again
[04:10:23]
<IRCBot>
fe60fea otso Merge branch 'master' of classlessgames.com:PlantRebellion
[04:10:49]
<zellfaze>
It can though in some circumstances.
[04:10:58]
<rpite>
when
[04:11:19]
<otso>
Ok, I left most changes that were made, but changed enough to keep the sprites working properly. Now squatting holds the player, and releases properly when done
[04:11:20]
<zellfaze>
Most people will want to use the same key to "Use" an item and to close a dialog.
[04:11:24]
<zellfaze>
Some people might not though.
[04:11:40]
<zellfaze>
Some folks, particularly those using custom controllers, might want to set those two actions to different keys.
[04:11:56]
<rpite>
why not just use a mouse to close a dialog
[04:12:07]
<otso>
I get why we'd want to allow both
[04:12:08]
<zellfaze>
By having both "Use" and "Okay" be different action groups, albeit with the same key by default, we can support that.
[04:12:17]
<zellfaze>
Also the mouse.
[04:12:40]
<otso>
Yeah. I figure support as many people's preferences as possible if it's not too much extra work.
[04:12:45]
<rpite>
how does the game know when to use an item vs close a dialog
[04:12:52]
<rpite>
if you press the key
[04:13:14]
<zellfaze>
Context in some cases.
[04:13:20]
<rpite>
this doesn't seem necessary given how many keys there are
[04:13:22]
<otso>
If a dialog is open, that should be closed before item is used I imagine
[04:13:25]
<rpite>
for accessibility
[04:13:25]
<zellfaze>
In the case of the list in player.gd, it just goes with whichever is first.
[04:13:31]
<rpite>
also you can just use a mouse
[04:13:55]
<zellfaze>
The other reason for the loop is that there is no equivalent of the "in" operator for dealing with action groups.
[04:14:00]
<rpite>
that's a strange way to implement it, how do you know which one the player wants
[04:14:04]
<zellfaze>
So you do actually have to loop through the dictionary and check them all.
[04:14:11]
<rpite>
then they might accidentally use an item without intending to
[04:14:29]
<rpite>
just use different keys for different actions
[04:14:49]
<otso>
Idk, I'd definitely be one to set the same key for dialogs and actions if given the option
[04:15:12]
<otso>
I like "J" personally because it has the little bump
[04:15:27]
<rpite>
which actions
[04:15:42]
<otso>
Like, in stardew I click through dialogs and use items with J
[04:15:53]
<otso>
I do everything I can with J
[04:15:58]
<otso>
then everything else with k
[04:17:56]
<rpite>
ok, but you shouldn't be able to have different actions for the same keys in the same script/scene
[04:18:12]
<rpite>
if you have different scenes then you can remap it
[04:18:19]
<otso>
Hm. Why not? If a dialog is open, it can steal it.
[04:18:26]
<otso>
We shouldn't have to switch scense to have dialog
[04:18:37]
<rpite>
different script
[04:19:02]
<rpite>
if it's the same script how can the player know what effect pressing the key will have
[04:19:34]
<rpite>
like if q is bound to squat and water in the same script
[04:19:42]
<rpite>
that doesn't make sense
[04:20:09]
<zellfaze>
I don't know that this is really a problem yet tbh. The code as implemented doesn't force anyone to set the same key to multiple inputmap action groups, but if they do it just uses the first action group that matches from the list of action groups player.gd cares about.
[04:20:20]
<zellfaze>
The TextDialog and Inventory UI handle their own Input.
[04:20:55]
<otso>
Right. Hopefully the player wouldn't bind both to the same thing, but if the player wants to use q to open doors, water plants and click through dialog they should be able to
[04:21:04]
<zellfaze>
Both currently only handle mouse input, but I want to add keyboard/controller input support (thus the ControlMode service)
[04:21:20]
<otso>
That make sense
[04:21:25]
<rpite>
most games that do something like that don't have configuration for that
[04:21:29]
<rpite>
that would be really complicated
[04:21:42]
<zellfaze>
I don't see what extra configuration we are giving the player?
[04:21:42]
<rpite>
for every action you have to give them a key binding config option
[04:21:57]
<zellfaze>
Yeah, just list the action groups.
[04:22:01]
<rpite>
like q for opening doors, water plants, click dialog
[04:22:12]
<zellfaze>
A lot of games have an advanced controls dialog.
[04:22:47]
<rpite>
which game
[04:23:14]
<rpite>
allows you to rebind opening doors
[04:23:23]
<rpite>
and such
[04:23:25]
<zellfaze>
All the source engine games allow you to rebind any action_group that they support.
[04:23:37]
<zellfaze>
And we aren't saying that every single individual action needs its own action group.
[04:23:48]
<zellfaze>
Use could cover, opening doors, watering plants, talking to people.
[04:23:59]
<zellfaze>
But it is distinct from "Okay" to close a dialog.
[04:24:26]
<rpite>
creating an action group for opening doors, watering plants, and talking doesn't really make sense
[04:24:29]
<rpite>
they aren't related
[04:24:36]
<zellfaze>
They are related as "Use"
[04:24:59]
<rpite>
how is talking use
[04:25:14]
<zellfaze>
It is use in literally every game I have ever played.
[04:25:14]
<otso>
In all old games talking is use
[04:25:29]
<otso>
To talk, use, etc. in pokemon you go up click a
[04:25:32]
<otso>
and LOZ
[04:25:44]
<otso>
All the games I've played with dialog I think
[04:26:00]
<rpite>
pokemon doesn't allow you to remap a
[04:26:23]
<rpite>
you have to use a
[04:26:44]
<otso>
Right, it doesn't allow you to remap anything.
[04:26:50]
<otso>
But "A" is still "use"
[04:27:05]
<otso>
So, if we allow players to remap it makes sense to remap "use" as a group
[04:27:11]
<rpite>
yeah, so just don't allow the player to remap stuff in the same script
[04:27:26]
<rpite>
any key in the same script should have distinct uses
[04:28:13]
<zellfaze>
If I am understanding you correctly, you are proposing that we create a list of each action group that a script or UI might use, and ensure in the Options menu that no two action groups within one of those groups share the same key.
[04:28:14]
<otso>
I don't really care which script it is in, as long as the key to use items has all those effects, and it can be remapped in options
[04:28:40]
<rpite>
yeah I already made it so that you can't use the same key for two different hotkeys
[04:28:46]
<rpite>
like A can't be down and right
[04:30:55]
<otso>
Ah. My only problem with that is that when you need to swap two keys it's kind of a hassle
[04:31:21]
<otso>
But definitely not awful
[04:31:41]
<otso>
Just means I need to first swap something to some other key first
[04:32:06]
<zellfaze>
This being the case, the situation I described with player.gd where it would go with the first listed if two action groups used the same input, is moot, it will not come up, and is just a side-effect of the details of the implementation.
[04:32:15]
<otso>
So, that's fine. We can still make a "use" key and have use have different effects in context
[04:34:20]
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[04:34:29]
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[04:34:43]
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[04:35:31]
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[04:35:46]
<zellfaze>
Server reboot?
[04:36:00]
<otso>
Not sure
[04:36:32]
<otso>
nope
[04:36:36]
<otso>
uptime is 31 days
[04:36:40]
<zellfaze>
Nah, chat logs show us in here.
[04:36:58]
<zellfaze>
Hmmm, maybe a router lost power somewhere.
[04:36:58]
<otso>
weird
[04:37:12]
<rpite>
probably in texas
[04:37:21]
<otso>
Anyways, the up thing in non-crucial.
[04:37:36]
<otso>
I have to be up kind of early tomorrow, so I'll probably go
[04:37:46]
<rpite>
bye
[04:37:50]
<zellfaze>
Take it easy.
[04:37:50]
<otso>
I did some work on sprites for the npc, and some touch ups for the player.
[04:37:53]
<otso>
Thanks!
[04:37:58]
<otso>
Have good evenings.
[04:38:03]
<rpite>
thanks
[04:38:03]
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[04:38:10]
<zellfaze>
I'm going to take this oppurtunity to have another smoke.
[04:38:18]
<rpite>
ok
[04:38:51]
<zellfaze>
Oh snap, I forgot to ask, before he left, Otso to make some icons. That's alright.
[04:39:11]
<rpite>
just send in matrix
[04:39:45]
<zellfaze>
Good call. He probably checks the IRC logs too. (I do at least)
[05:44:41]
<rpite>
I'm about to go to sleep
[05:44:45]
<rpite>
good night
[05:44:48]
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[05:45:06]
<zellfaze>
'night.
[06:26:46]
* zellfaze
wishes GDScript had Interfaces.
[22:08:49]
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2021-02-17.logJump to top

[00:43:20]
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[01:03:54]
<IRCBot>
[git] 4 commits pushed to PlantRebellion/refs/heads/master
[01:03:54]
<IRCBot>
ed518a0 rpite Use array to map from user input to functions in player.gd
[01:03:57]
<IRCBot>
7e50e73 rpite Fix reference to main menu
[01:03:59]
<IRCBot>
ae98763 rpite Fix reference in player.gd
[01:04:01]
<IRCBot>
6bb7e09 rpite Merge
[01:26:09]
<IRCBot>
[git] 3 commits pushed to PlantRebellion/refs/heads/master
[01:26:09]
<IRCBot>
9880e95 rpite Move options directory to menu directory
[01:26:12]
<IRCBot>
6a5cea9 rpite Move concept_art.gd to save_game.gd
[01:26:14]
<IRCBot>
ea19da5 rpite Fix references
[01:34:47]
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<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[04:29:46]
<IRCBot>
31c987f rpite Use dictionary for mapping WASD to functions
[04:42:50]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[04:42:50]
<IRCBot>
4629d18 rpite Change key to binary instead of string in dictionary
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<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[16:28:15]
<IRCBot>
fafb6e7 otso modified: scenes/player/player.gd Further optimized the player movement by removing binary_to_function dictionary and replaceing with an enumerated type
[16:28:25]
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[16:29:04]
<otso>
Hey rpite, I liked your changes to player.gd. Movement was much cleaner. I took what you did and ran with it a bit in a way that I hope is a tiny bit cleaner.
[16:29:29]
<otso>
Basically, I made "FLAGS" which are pretty common in c programming to do what your binary_to_function dictionary did.
[16:29:36]
<otso>
let me know if you see any problems
[16:29:38]
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<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[18:24:53]
<IRCBot>
36f06dc Zell Faze Removed unneeded line that tightly coupled Player and Cursor systems
[18:25:41]
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<zellfaze>
Why was line 40 of player.gd commented out?
[18:26:34]
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<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[19:46:31]
<IRCBot>
baa867f Zell Faze Modified UI autoload for easier access to children
[19:48:25]
<IRCBot>
[git] 5 commits pushed to PlantRebellion/refs/heads/master
[19:48:25]
<IRCBot>
946fb26 rpite Allow player to load game menu
[19:48:27]
<IRCBot>
ca26a5a rpite Merge branch 'master' of classlessgames.com:PlantRebellion
[19:48:30]
<IRCBot>
7c08d5e rpite Hybrid of otso and rpites approaches
[19:48:32]
<IRCBot>
acf0941 rpite Merge branch 'master' of classlessgames.com:PlantRebellion
[19:48:34]
<IRCBot>
47db60b rpite Merge branch 'master' of classlessgames.com:PlantRebellion
[19:55:43]
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<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[21:03:36]
<IRCBot>
7fee1ea rpite Add comments to make code more readable

2021-02-16.logJump to top

[00:15:33]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[00:15:33]
<IRCBot>
8ba5130 Zell Faze Created ControlMode Service to track controller type
[00:16:27]
<rpite>
zellfaze, should we change the meeting time on sunday to another day?
[00:17:08]
<zellfaze>
I would be alright with that. I don't mind Sundays, I know I have missed a lot of them lately.
[00:17:50]
<rpite>
what about saturday?
[00:18:32]
<zellfaze>
Saturday works for me about as well as Sunday.
[00:19:24]
<zellfaze>
The reason I have missed the Sunday ones most often is the trains. Some trains run on the weekends and some don't and so if I have to travel for an event, I can sometimes get stuck over the weekend.
[00:20:13]
<zellfaze>
Either day works for me. My schedule is pretty flexible, if busy sometimes.
[00:21:52]
<rpite>
I'll put this in the matrix chat so otso will see it
[00:35:06]
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[00:37:32]
* zellfaze
is confused about the summary written for Wok.
[00:38:08]
<zellfaze>
The Middle Way is a Buddhist teaching not a Jewish one. Is he an ethnically Jewish Buddhist monk?
[00:38:39]
* zellfaze
is Buddhist.
[00:48:17]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[00:48:17]
<IRCBot>
59352e8 Zell Faze Fixed broken interactable interface on plant.gd
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<IRCBot>
[git] 3 commits pushed to PlantRebellion/refs/heads/master
[02:19:14]
<IRCBot>
b8e0442 rpite Delete unused scene gui
[02:19:16]
<IRCBot>
d1d2ab0 rpite Clean up code in text_dialog and fix plant.gd accordingly
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<IRCBot>
e38b464 rpite Merge branch 'master' of classlessgames.com:PlantRebellion
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<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
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<IRCBot>
195ce81 rpite Move main_menu to menu directory
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<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
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<IRCBot>
67b6dba rpite Fix references to main_menu
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<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
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<IRCBot>
83e4a2e rpite Add game menu
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<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
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<IRCBot>
96284fd rpite Game menu add margins and middle gap
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<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[18:17:55]
<IRCBot>
66e9324 Zell Faze Fixed dangling reference to main_menu scene.
[18:34:17]
<IRCBot>
[git] 2 commits pushed to PlantRebellion/refs/heads/master
[18:34:17]
<IRCBot>
2182422 Zell Faze Renamed dialog.tscn back to ui.tscn and moved initial hiding of ui to ui.gd
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<IRCBot>
6f1ff85 Zell Faze Moved TextDialog folder into UI folder
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<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[18:42:16]
<IRCBot>
5d03406 Zell Faze Moved GlobalAudio and added it to the Services scene
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<zellfaze>
So slight problem with how we handle options currently. They are currently directly applied to the theme menu.theme, but the problem is that we will need to use different themes in a few different spots.
[18:47:41]
<zellfaze>
For example, a theme only has one DynamicFont. So we either need a different theme for each area that we need a different font size, or we need to use add_font_override() on each of those controls. Either way, we should probably abstract the setting and getting of options.
[18:48:57]
* zellfaze
was noticing that there wasn't a good way to get the font set according to the player options in the TextDialog beyond using menu.theme or directly reading the options.cfg file and replicating a ton of code already in global_options.gd
[18:50:56]
<zellfaze>
As for where to put such a thing, I think a scene at scenes/services/options.tscn and loading it into scenes/services/services.tscn would be best. This would let us access it anywhere in the code base by just using Services.Options
[18:52:52]
<zellfaze>
Possible methods: set_value(option: String, value: Variant), get_value(option: String), apply_to_theme(reference: Theme) Possible properties: config_file
[18:53:27]
<zellfaze>
Handling of defaults could be process in Options.get_value() instead of requring every attempt to retreive a value require a reference to a CONST array.
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<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[23:42:54]
<IRCBot>
8467618 Zell Faze Added reference to GlobalAudio in Services
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<rpite>
test
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<rpite>
test
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<rpite>
test
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<rpite>
test
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<rpite>
test
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<rpite>
test
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<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[18:39:33]
<IRCBot>
7c2df94 otso new file: scenes/npc/npc.gd new file: scenes/npc/npc.tscn Added an npc with default values for a neighbor modified: scenes/neighborhood/neighborhood.tscn Added the npc to neighborhood modified: scenes/player/phenotype.gd modified: scenes/player/phenotype.tscn Removed node group. This was deliberate. Node group changes all phenotypes as one, but we need each instance to be unique.
[19:52:38]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[19:52:38]
<IRCBot>
c38c945 otso modified: assets/scenery/Building.png modified: scenes/neighborhood/neighborhood.tscn Modified building sprites slightly
[20:00:29]
<IRCBot>
This week's meeting recorder is: rpite
[20:00:29]
<IRCBot>
# Pre-agenda
[20:00:37]
<rpite>
liar
[20:01:41]
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<rpite>
hello
[20:13:03]
<otso>
How are you doing?
[20:25:58]
<otso>
No zellfaze yet?
[20:26:08]
<rpite>
sorry, I missed that
[20:26:17]
<rpite>
I think zellfaze said he wouldn't be here
[20:26:35]
<otso>
Oh, got it.
[20:26:56]
<otso>
No problem with me. I am happy with another informal check in since we aren't all here
[20:27:29]
<otso>
The only bigish thing I've done since wednesday is adding an npc to the game, but it doesn't do anything yet.
[20:27:55]
<otso>
I also removed the groups from phenotype because it was not easy to make different instances behave uniquely when they were all in the same group
[20:28:30]
<otso>
But, this week I'd like to focus on that npc. I'd like to set up a good system for making it do things and say things
[20:28:30]
<rpite>
ok
[20:28:43]
<rpite>
I'm working on text dialog and adding weeds
[20:28:44]
<otso>
I'd also like to work on the sprites so the npc can look distinct from the player
[20:29:02]
<rpite>
cool
[20:29:20]
<otso>
awesome! What kind of weeds would you like? I'm happy to draw a few so you can have them pop up
[20:29:38]
<otso>
Eventually, I'd like to add bugs too. I think the neighborhood would look a lot better if something moved there
[20:30:26]
<rpite>
not sure
[20:30:49]
<otso>
Ok.
[20:31:11]
<rpite>
I added some character sketches
[20:31:16]
<rpite>
to the wiki
[20:32:04]
<otso>
I saw some of them. A few are really fun, and a few are pretty dark.
[20:32:52]
<otso>
But I'm glad to have some players to work off of
[20:32:54]
<otso>
thank you
[20:33:10]
<rpite>
I'll probably change some of them
[20:34:04]
<otso>
No, I get it. Better to have something now and modify it than to wait until we all love everything
[20:34:37]
<rpite>
sure
[20:35:16]
<rpite>
hmmm
[20:35:20]
<rpite>
what if we make weed
[20:35:29]
<otso>
I'm not against that.
[20:35:49]
<rpite>
the cannabis sativa plant
[20:36:01]
<otso>
I wouldn't like it to be the main crop necessarily, but as an option for one crop, I'm down for it
[20:36:45]
<otso>
Probably later in the game when you have more community trust it could be an option.
[20:37:02]
<rpite>
it's not a crop, it's meant to be a nuisance
[20:37:18]
<rpite>
but the player doesn't know what it is
[20:37:50]
<otso>
Hm.
[20:38:11]
<otso>
Interesting idea. I don't think it's necessarily weedlike though
[20:38:25]
<otso>
I've heard it's a lot like tomatoes, needing a lot of light and water
[20:38:42]
<otso>
or are you suggesting that someone is planting it in secret?
[20:40:21]
<rpite>
no
[20:40:25]
<rpite>
like it's a weed
[20:41:02]
<rpite>
plant considered undesirable in a particular situation
[20:41:32]
<otso>
Oh. I'd consider it, but we should make sure it's possible first. With the focus we're hoping to do on sustainability and accurate permaculture, a difficult crop popping up as if it's a weed seems out of place
[20:42:19]
<otso>
I might totally be wrong about that
[20:42:37]
<otso>
So, if it's a crop that just pops up, i'm fine with that
[20:43:22]
<otso>
Although, my vission of "weeds" would kind of challenge that. Like, there should be native crops that pop up, and instead of harming them, if you embrace them in a sustainable way you'll be better off
[20:43:32]
<otso>
To kind of challenge the idea of native crops as weeds
[20:43:55]
<rpite>
yeah that's why it's weed
[20:44:00]
<rpite>
i mean
[20:44:12]
<rpite>
cannabis sativa
[20:44:25]
<rpite>
it has many uses
[20:44:57]
<rpite>
I'm not sure if it is easy for it to pop up
[20:45:39]
<otso>
It has many uses, but usually when specifically cultivated and as far as I know doesn't shelter fauna like tall grasses, etc.
[20:47:05]
<rpite>
https://en.wikipedia.org/wiki/Autoflowering_cannabis
[20:47:51]
<rpite>
how about
[20:47:56]
<rpite>
cannabis ruderalis
[20:48:05]
<rpite>
In botanical Latin, 'ruderalis' means 'weedy’ or ‘growing among waste.
[20:48:24]
<otso>
Fair. But doesn't that make it invasive?
[20:48:50]
<otso>
It looks like the autoflowering strains were specifically cultivated so would likely be in competition with the supportive plants
[20:50:16]
<rpite>
maybe not autoflowering
[20:50:38]
<rpite>
oh wait
[20:50:42]
<rpite>
it is autoflowering
[20:51:44]
<rpite>
wait where does it say it's invasive
[20:52:54]
<otso>
It doesn't specifically because it doesn't speak of specific regions, but since the strain here is specifically bred to behave as it does, if it's self perpetuating in an environment, it's probably new there and the local fauna probably hasn't evolved to utilize it
[20:54:21]
<rpite>
I meant just cannabis ruderalis
[20:54:26]
<rpite>
it's not a strain
[21:00:18]
<otso>
I'm happy to research it more. I don't think it's very likely to behave as a weed in many places though
[21:09:02]
<otso>
Maybe I'll start both a cannabis tab, and a weeds tab and we can research both a bit, then talk about how each should behave
[21:09:13]
<otso>
On the wiki i mean
[21:09:58]
<rpite>
ok
[21:17:53]
<otso>
Ok. There was already a "weeds" tab but I added a new cannabis tab.
[21:18:29]
<otso>
We can use standins for now, but maybe we can both do some research and pitch why we want which weeds then talk again
[21:18:39]
<otso>
I'll add that to my todo list this week too
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2021-02-12.logJump to top

[01:33:28]
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<rpite>
test
[02:45:50]
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<rpite>
rpite
[04:34:03]
<rpite>
test
[04:42:51]
<rpite>
test
[12:32:09]
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<rpite>
test
[18:09:30]
<rpite>
test
[19:00:46]
<rpite>
test
[19:22:27]
<rpite>
coop.#coop
[19:23:59]
<rpite>
test
[19:25:16]
<rpite>
test
[19:30:41]
<rpite>
test
[19:31:03]
<rpite>
0
[19:36:00]
<rpite>
test
[21:28:20]
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2021-02-11.logJump to top

[00:08:30]
<otso>
Hi, rpite! How has your week been so far?
[00:09:46]
<rpite>
great, thanks
[00:09:52]
<rpite>
how about you
[00:10:16]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[00:10:17]
<IRCBot>
3d54b61 rpite change filenames and fix references
[00:12:13]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[00:12:13]
<IRCBot>
b6ee373 rpite Fix another reference to old filename
[00:12:38]
<rpite>
did you hear anything from zellfaze?
[00:16:33]
<otso>
I have not
[00:16:43]
<otso>
I am not sure where he is.
[00:16:54]
<otso>
My week has gone well
[00:18:24]
<rpite>
i'm going to stay on irc for right now because my cpu is under heavy load
[00:18:58]
<otso>
That's fine by me.
[00:24:36]
<rpite>
actually
[00:24:48]
<rpite>
I can do it on my ipad
[00:26:11]
<otso>
Ok. I'm fine either way.
[00:26:12]
<rpite>
sent in matrix
[00:26:15]
<otso>
Sweet
[00:28:01]
<rpite>
can you hear me
[00:28:57]
<otso>
Shoot. No aparently
[00:32:31]
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<zellfaze>
Oh hey everyone is online right now.
[00:32:56]
<rpite>
hello
[00:32:58]
<zellfaze>
Sorry I missed ya'll Sunday.
[00:33:01]
<rpite>
np
[00:33:04]
<otso>
np
[00:33:23]
<rpite>
I send jitsi meeting link in matrix
[00:33:24]
<zellfaze>
I am probably going to miss this Sunday as well. We are having another march.
[00:33:26]
<zellfaze>
Cool.
[00:37:43]
<rpite>
otso can you hear us?
[00:39:30]
<otso>
No.
[00:39:39]
<otso>
I'll restart X again lol
[00:39:55]
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[00:41:21]
<zellfaze>
Hey I know I just got here, but I'ma brb. I was not actually paying attention to the date and time when I connected. So that we were meeting caught me by surprise.
[00:41:29]
<zellfaze>
Head is a bit garbled apparently.
[00:41:39]
<rpite>
ok
[00:43:50]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[00:43:50]
<IRCBot>
a2f2a4a rpite Fix crash on startup
[00:46:35]
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<otso>
So, I'm not sure why but I can hear the noises that jitsi makes, but not you guys
[00:49:55]
<rpite>
do you have pulseaudio installed?
[00:50:56]
<otso>
I do. And it's running
[00:52:31]
<rpite>
are you running plan 9?
[00:58:10]
* zellfaze
is back
[01:00:03]
<otso>
For other computing, but using linux now. Plan9 will not run modern browsers or godot
[01:00:05]
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<rpite>
otso what distro?
[01:00:21]
<rpite>
slackware?
[01:00:30]
<rpite>
you might be missing some weird dependency
[01:09:20]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[01:09:20]
<IRCBot>
979e0f3 rpite Fix another dangling reference
[01:16:53]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[01:16:53]
<IRCBot>
9479105 Zell Faze Removed design folder
[01:23:33]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[01:23:33]
<IRCBot>
a7f3747 Zell Faze Removed Guidelines folder
[01:35:05]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[01:35:05]
<IRCBot>
cb6686f rpite Move plants to subdirectory of map_objects
[01:48:23]
<IRCBot>
[git] 2 commits pushed to PlantRebellion/refs/heads/master
[01:48:23]
<IRCBot>
9a5ca1c Zell Faze Fixed bug where mouse quickly reduces HP
[01:48:25]
<IRCBot>
14f2cac Zell Faze Merge branch 'master' of ssh://git.classlessgames.com/~/PlantRebellion
[02:02:00]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[02:02:00]
<IRCBot>
f5c2056 Zell Faze Fixed dangling references
[02:44:51]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[02:44:51]
<IRCBot>
871add3 Zell Faze Fix bug #25: Create group to contain interactables
[02:54:50]
<IRCBot>
[git] 4 commits pushed to PlantRebellion/refs/heads/master
[02:54:50]
<IRCBot>
3bb0cd8 otso new file: assets/theme/Background.png new file: assets/theme/Background.png.import modified: assets/theme/subpanel.png modified: assets/theme/tab.png modified: assets/theme/tab_gray.png modified: themes/menu.theme Made menu theme slightly darker
[02:54:52]
<IRCBot>
6e71715 otso Merge branch 'master' of classlessgames.com:PlantRebellion
[02:54:55]
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<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[02:57:32]
<IRCBot>
aeffdf2 otso modified: scenes/tileset/neighborhood.tscn Minor change to keep player from walking too far north
[03:13:21]
<IRCBot>
[git] 4 commits pushed to PlantRebellion/refs/heads/master
[03:13:21]
<IRCBot>
c23408e rpite Shorten name of variable
[03:13:24]
<IRCBot>
1144b59 rpite Fix references when moving plant directory
[03:13:26]
<IRCBot>
16cd1a4 rpite Add edible_plant class for edible plants
[03:13:28]
<IRCBot>
73653c5 rpite Merge branch 'master' of classlessgames.com:PlantRebellion
[04:58:07]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[04:58:07]
<IRCBot>
d089c78 Zell Faze Began to reduce size of inventory UI
[05:31:49]
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2021-02-09.logJump to top

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2021-02-08.logJump to top

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2021-02-07.logJump to top

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<IRCBot>
[git] 0 commits pushed to PlantRebellion/
[15:49:21]
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[15:50:30]
<otso>
So aparently git.classlessgames.com wasn't updating PlantRebellion. I just readded the line to the git hook.
[15:51:01]
<otso>
Just make sure if you're writing directly not to overwrite the hooks that are already there.
[15:51:42]
<otso>
Also, just to warn you, it might be a good idea to move the ircbot out of /tmp. /tmp really shouldn't be considered persistent.
[15:52:11]
<otso>
A good place could be $home/ or something. Maybe some obvious place in /usr/local
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<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
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<IRCBot>
This week's meeting recorder is: zellfaze
[20:00:31]
<IRCBot>
# Pre-agenda
[20:06:06]
<otso>
Hi, how has your weekend been?
[20:06:14]
<rpite>
great
[20:06:19]
<rpite>
how about you
[20:06:27]
<otso>
Pretty good
[20:14:33]
<otso>
hm. Heard anything from zellfaze?
[20:17:12]
<rpite>
no
[20:20:17]
<otso>
Hm.
[20:21:30]
<otso>
I have nowhere to be so I can give it a few minutes
[20:44:26]
<otso>
well.
[20:44:38]
<otso>
I am getting the impression he won't be showing up.
[20:44:50]
<rpite>
probably
[20:45:10]
<otso>
Well, no meeting but mostly this week I have been looking at the theme, and player options.
[20:45:31]
<otso>
I added tabs to player options. do you think you'd like tabs in options too?
[20:46:15]
<rpite>
sure
[20:46:19]
<otso>
Sweet.
[20:46:23]
<rpite>
I don't think we need tabs though
[20:46:40]
<rpite>
at least not right now
[20:46:43]
<otso>
Ok. In player options it makes more sense so you can see the preview while you set the options
[20:46:51]
<otso>
Ok. I'll leave them out of options for now
[20:47:01]
<otso>
I kind of agree. It's not a lot of scrolling or anything yet.
[21:43:03]
<otso>
OK!
[21:43:13]
<rpite>
ok
[21:43:24]
<otso>
I have finished a bunch of changes to player options, and added it to the path before a new game
[21:43:32]
<otso>
So, new game involves setting up your player.
[21:43:34]
<otso>
I'll push now
[21:45:20]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
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2021-02-05.logJump to top

[03:22:14]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[03:22:14]
<IRCBot>
d54b35b rpite Fix global options not saving for fonts
[03:43:10]
<IRCBot>
[git] 3 commits pushed to PlantRebellion/refs/heads/master
[03:43:10]
<IRCBot>
a4c65c7 rpite Make hslider more centered
[03:43:12]
<IRCBot>
32dd63b rpite Move hslider_row.tscn to templates
[03:43:14]
<IRCBot>
2a67583 rpite Add volume control to global options
[04:06:31]
<IRCBot>
[git] 2 commits pushed to PlantRebellion/refs/heads/master
[04:06:31]
<IRCBot>
4cecc1a rpite Add global audio
[04:06:33]
<IRCBot>
e025b50 rpite Add volume control in global options
[04:14:52]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[04:14:52]
<IRCBot>
10aff59 rpite Add reset functionality for volume control
[04:25:22]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[04:25:22]
<IRCBot>
6eab02f rpite Add ability to save volume settings
[04:28:53]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[04:28:53]
<IRCBot>
1c8e8c8 rpite Make volume slider match volume
[04:32:32]
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2021-02-04.logJump to top

[00:04:25]
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[00:04:41]
<otso>
Hi! Sorry I'm late. Lost track of time
[00:08:54]
<zellfaze>
No worries.
[00:14:41]
<zellfaze>
Does Doku have templates or categories curious?
[00:14:48]
<zellfaze>
Some way to classify pages.
[00:15:29]
<otso>
Hm... I am not sure.
[00:15:46]
<otso>
It was easy to install, but other than that I don't know too much about it.
[00:15:53]
<zellfaze>
That's fair enough.
[00:16:09]
<zellfaze>
I'll check their docs sometime. It's not that important right now.
[00:17:41]
<otso>
https://www.dokuwiki.org/template
[00:18:28]
<otso>
And, on the features page it says content can be categorized in "namespaces"
[00:18:29]
<otso>
https://www.dokuwiki.org/namespaces
[00:18:35]
<otso>
Not sure if that's any help
[00:19:48]
<zellfaze>
A cursory look over the docs looks like Namespaces is as close as I'll get.
[00:19:55]
<zellfaze>
It'll work.
[00:20:08]
<zellfaze>
They mean something completely different than I did by Template.
[00:21:14]
<otso>
Oh yeah. I'm looking closer now and that is not what I would call a template
[00:21:26]
<otso>
in my mind template is not aka theme or skin
[00:21:55]
<zellfaze>
In Mediawiki a template is a page that can be included in other pages.
[00:22:23]
<zellfaze>
Useful for notices and infoboxes and navigation and the like.
[00:22:44]
<otso>
That makes sense
[00:23:10]
<otso>
At least more sense than skin
[00:23:24]
<zellfaze>
Yeah.
[00:24:32]
<otso>
I bet it wouldn't be too hard to set up a mediawiki instance if that's preferable.
[00:25:15]
<zellfaze>
It's not terribly hard. I personally have a lot of experience with Mediawiki.
[00:26:18]
<zellfaze>
Haven't been active really in a while, but I was really into Wikipedia stuff for several years.
[00:26:28]
<zellfaze>
https://en.wikipedia.org/wiki/User:Zellfaze
[00:28:00]
<otso>
Nice! Wikipedia is a pretty cool thing to have helped maintain. Thanks for your contributions
[00:29:59]
<rpite>
hello, sorry I didn't notice the chat messages
[00:30:16]
<zellfaze>
No worries.
[00:30:41]
* zellfaze
is adding their permaculture notes to the wiki.
[00:31:53]
<rpite>
https://meet.jit.si/ActiveBasesDistortOut
[00:41:44]
* otso
is adding tabs to player options, then styling menu options, buttons and ui a bit
[01:18:52]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[01:18:52]
<IRCBot>
8337b78 Zell Faze Added range on interactables
[02:52:03]
<IRCBot>
[git] 2 commits pushed to PlantRebellion/refs/heads/master
[02:52:03]
<IRCBot>
1f0b147 Zell Faze Added checks for required properties on interactables
[02:52:05]
<IRCBot>
63e10b0 Zell Faze Fix bug #22: Process more than just first interactable under cursor
[03:44:49]
<IRCBot>
[git] 4 commits pushed to PlantRebellion/refs/heads/master
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2021-02-01.logJump to top

[01:33:15]
<IRCBot>
[git] 11 commits pushed to PlantRebellion/refs/heads/master
[01:33:15]
<IRCBot>
e08242c 4D617278 Fix UI for player options
[01:33:17]
<IRCBot>
a7ed5f2 4D617278 Merge branch 'master' of ssh://git.classlessgames.com:22/home/coop/PlantRebellion
[01:33:19]
<IRCBot>
fd87b96 4D617278 Fix references in main menu
[01:33:21]
<IRCBot>
0d92964 4D617278 Delete backup files
[01:33:23]
<IRCBot>
6f73907 4D617278 Update font scripts for new scene
[01:33:25]
<IRCBot>
a9051d6 4D617278 Rename options files to global options
[01:33:27]
<IRCBot>
69dc1d9 4D617278 Add row scene instances and templates
[01:33:29]
<IRCBot>
510d8db 4D617278 Fix for updated row scene instances
[01:33:31]
<IRCBot>
50908f8 4D617278 Change name to make more specific
[01:33:33]
<IRCBot>
d32342c 4D617278 Fix reference to global_options.tscn in player.gd
[01:33:35]
<IRCBot>
838e17e 4D617278 Formatting changes
[01:44:47]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[01:44:47]
<IRCBot>
90bc07f 4D617278 Fix options save functionality
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2021-01-31.logJump to top

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<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[17:49:00]
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[19:12:12]
<IRCBot>
[git] 4 commits pushed to PlantRebellion/refs/heads/master
[19:12:12]
<IRCBot>
ed6588c 4D617278 Fix logical error
[19:12:14]
<IRCBot>
ad6df64 4D617278 Minor changes
[19:12:16]
<IRCBot>
80207d5 4D617278 Add better debugging for godot editor
[19:12:18]
<IRCBot>
a3212ae 4D617278 Merge branch 'master' of ssh://git.classlessgames.com:22/home/coop/PlantRebellion
[19:27:44]
<IRCBot>
[git] 2 commits pushed to PlantRebellion/refs/heads/master
[19:27:44]
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zellfaze (~zellfaze@86.106.121.238)
[19:41:07]
<zellfaze>
Man it is snowing like crazy out here. Just shoveled a few blocks, but honestly you won't even be able to tell in an hour.
[19:48:29]
<IRCBot>
[git] 4 commits pushed to PlantRebellion/refs/heads/master
[19:48:30]
<IRCBot>
2f4336a 4D617278 Add player options menu
[19:48:33]
<IRCBot>
4a94dc5 4D617278 Fix references to options in main menu
[19:48:35]
<IRCBot>
edde6f7 4D617278 Move player options out of global options
[19:48:37]
<IRCBot>
e127221 4D617278 Merge branch 'master' of ssh://git.classlessgames.com:22/home/coop/PlantRebellion
[19:51:23]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[19:51:23]
<IRCBot>
66f3ac1 4D617278 Fix references in player.gd to original options script
[20:00:39]
<rpite>
cool, I haven't seen snow in a while
[20:03:27]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[20:03:27]
<IRCBot>
f816696 4D617278 Add generic interface to global options and remove more player code from global options
[20:05:16]
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[20:05:24]
<otso>
Hey, sorry I
[20:05:26]
<otso>
'm late.
[20:05:42]
<otso>
It's not snowing here, but it was like that a few days ago so it's still pretty white out.
[20:07:51]
<rpite>
should I invoke the meeting bot
[20:08:26]
<IRCBot>
This week's meeting recorder is: rpite
[20:08:26]
<IRCBot>
# Pre-agenda
[20:09:54]
<zellfaze>
I'm here now. Sorry.
[20:10:35]
<zellfaze>
I should really write a script to update all my repos.
[20:11:36]
<otso>
NP
[20:12:02]
<rpite>
?
[20:12:50]
<otso>
No Problem. Zellfaze said sorry
[20:13:08]
* zellfaze
just wrote that script.
[20:13:22]
<zellfaze>
Apparently you can specify another working directory with git, so that was really easy.
[20:13:34]
<zellfaze>
git -C new-working-dir/ pull
[20:13:53]
<otso>
Yes! I didn't know that at first either, but find it really useful in hooks too
[20:17:33]
<zellfaze>
Otso: Did you go vegan? Were you vegan before?
[20:18:33]
<otso>
A couple months ago. I just changed it now because I noticed everyone else had put it in their bio
[20:20:33]
* zellfaze
is excited and happy for you.
[20:20:41]
<otso>
Thanks!
[20:20:54]
<otso>
So far it's been pretty nice.
[20:23:20]
<zellfaze>
So I don't have anything material to the game to show this week. If either of you are interested though, I do have a script that sets up a private Matrix server on a clean Debian 10 host now.
[20:23:35]
<rpite>
woaw!
[20:24:10]
<zellfaze>
It needs some modifications to genericize it some, it has a lot of hardcoded paths and stuff, but otherwise it works.
[20:24:35]
<zellfaze>
Also Matrix eats RAM.
[20:24:54]
<otso>
Yeah? How bad is it?
[20:25:01]
<rpite>
2-4GB?
[20:25:11]
<zellfaze>
The host I developed this on only has 1.5 GB and it's using all of it.
[20:25:25]
<zellfaze>
I'm going to upgrade to a VPS with 3 GB and see where I am at.
[20:25:37]
<otso>
Ok Wow.
[20:25:57]
<otso>
Rpite, I think when you moved player options it sort of broke it. It no longer gathers any options or saves it
[20:25:58]
<zellfaze>
To be fair, there are a few other services my script installs.
[20:26:10]
<rpite>
oh, I'll fix it
[20:26:35]
<zellfaze>
Apache, MariaDB, Wordpress, a host of docker containers for Matrix related stuff.
[20:28:08]
<IRCBot>
[git] 3 commits pushed to PlantRebellion/refs/heads/master
[20:28:08]
<IRCBot>
1527a1c otso modified: assets/theme/button-hover-9patch.png modified: assets/theme/button-sel-9patch.png modified: project.godot modified: themes/menu.theme minor changes to theme
[20:28:10]
<IRCBot>
ea5e763 otso Merge branch 'master' of classlessgames.com:PlantRebellion
[20:28:12]
<IRCBot>
cfe5144 otso modified: assets/scenery/ground.tres added grasses to ground
[20:28:37]
<otso>
Oh. Yeah, I imagine apache would take a little bit of memory
[20:29:06]
<otso>
And I have never even tried wordpress. Does it run services too, or does it just rest in the web directory?
[20:29:58]
<zellfaze>
It doesn't take much memory, just whatever PHP needs when a page is called.
[20:30:24]
<otso>
Altough, Rpite, I do kind of agree with separating Player options. They were taking up a lot of the options before
[20:30:44]
<otso>
And then we can include that early on in the game plot, so each player can choose their appearance.
[20:30:45]
<zellfaze>
But that is something, and free reports back 0 KB of RAM free, so sometimes the webpages time out when PHP can't allocate memory.
[20:31:02]
<rpite>
I moved them out because they may need to be changed during game play, but fonts and keybindings less so
[20:31:17]
<otso>
Yeah. That makes sense.
[20:31:59]
<zellfaze>
I can agree with that too.
[20:33:00]
<zellfaze>
We could probably allow a player to open the player customization again if they are at a dresser or wardrobe or something.
[20:33:08]
<otso>
True.
[20:33:15]
<otso>
That makes sense.
[20:33:25]
<otso>
We could even break it up into tabs.
[20:33:39]
<zellfaze>
There is a way to do tabbed interfaces in Godot.
[20:33:42]
<zellfaze>
Two ways actually.
[20:33:43]
<otso>
Like, you can only edit your outfit at a dresser. Edit your appearance at a mirror or something
[20:33:56]
<otso>
I saw it in theme, so I figured it'd be possible
[20:34:18]
<zellfaze>
Tab and TabContainer are two totally seperate systems.
[20:34:23]
<zellfaze>
TabContainer is much easier to work with.
[20:34:32]
<otso>
Ok. I'll look at that then.
[20:34:56]
<zellfaze>
TabContainer makes each child container a tab with the tab named after the object name.
[20:35:31]
<otso>
Ok! That makse sense.
[20:35:46]
<zellfaze>
Tabs just draws the tab interface, if you want to roll your own.
[20:36:15]
<otso>
If I have a good reason to I'll consider it. For now, just tabcontainer probably makes sense.
[20:37:42]
<otso>
Anyways, I might as well summarize my week.
[20:37:50]
<rpite>
#done
[20:37:50]
<IRCBot>
# Last weeks agenda/todo
[20:37:50]
<IRCBot>
##otso todo checkin
[20:37:50]
<otso>
I added a wiki for plant rebellion.
[20:38:20]
<otso>
Last week, zellfaze was mentioning a lot of cool research, and we had mentioned some features which might be fun.
[20:38:32]
<otso>
So I suggested a wiki might make sense to plan features
[20:38:51]
<otso>
It's linked to from our site, which I updated to mention Plant Rebellion.
[20:39:20]
<otso>
In the game, I finished some assets for the player's block, and think we have a pretty good mockup.
[20:40:30]
<otso>
I also added some themes to buttons, because the gray was clashing. It needs some work still as not all theme elements match, and the sizing can be a bit weird (in the dialog for example, the bottom button is cut off)
[20:42:11]
<zellfaze>
I am seeing blank buttons.
[20:42:20]
* zellfaze
is going to do some troubleshooting
[20:42:28]
<rpite>
sorry, I think it was a commit I pushed
[20:42:45]
<rpite>
my editor keeps changing the theme, and I did git -A
[20:42:50]
<rpite>
git add -A
[20:43:20]
<zellfaze>
Ah okay. That makes sense. Sorry to interupt Otso.
[20:44:01]
<otso>
No problem.
[20:44:05]
<otso>
that's all I have.
[20:44:13]
<rpite>
#done
[20:44:13]
<IRCBot>
## rpite todo checkin
[20:44:14]
<otso>
I will push the theme again I guess
[20:44:32]
<rpite>
I broke the theme and moved player options out of global options
[20:44:50]
<rpite>
and last week I added save game functionality I think?
[20:45:20]
<rpite>
I also added some design ideas in the design directory
[20:45:22]
<otso>
Oh wait. The theme does not seem broken in a clean clone
[20:45:25]
<otso>
I just checked in tmp
[20:45:33]
<otso>
could godot just be prefering a local theme or something?
[20:45:41]
<zellfaze>
It is entirely possible.
[20:46:02]
<rpite>
me or zellfaze can just push a fix later
[20:46:04]
<rpite>
#done
[20:46:04]
<IRCBot>
## zellfaze todo checkin
[20:46:37]
<zellfaze>
I don't really have anything to show this week.
[20:47:11]
<zellfaze>
I mean, I figure ya'll might personally be interested in the Matrix thing, but that is just a by-product of another project and the nature of FOSS.
[20:47:24]
<rpite>
cool
[20:47:30]
<zellfaze>
#done
[20:47:30]
<IRCBot>
# Post-todo discussion
[20:47:43]
<rpite>
we can host our own server, and we might be able to bridge it
[20:47:58]
<otso>
By the way, how do you save the game rpite? Should it autosave?
[20:48:13]
<rpite>
it saves when you enter the options menu and click back
[20:48:18]
<otso>
Oh! it did
[20:48:21]
<otso>
That's cool!
[20:48:21]
<rpite>
it saves automatically when you leave the scene
[20:48:29]
<rpite>
thanks
[20:48:42]
<zellfaze>
That's another useful thing for the wiki. Documenting how stuff works in a more general sense than comments do.
[20:48:52]
<otso>
Yeah, that's a good point.
[20:49:17]
<zellfaze>
I was starting to make little README.md files, but the wiki seems a better place for it.
[20:49:28]
<otso>
I am also really liking the bug tracker for self-organization. I already took a few of the theme related issues
[20:50:06]
<zellfaze>
Also regarding Matrix-IRC bridge, that can definitely be done. The script that I am using as part of my script supports that bridge. Just needs some configuration stuff set.
[20:50:25]
<rpite>
cool!
[20:50:33]
<otso>
Woohoo!
[20:50:46]
<zellfaze>
I hadn't even really thought about how that would be applicable here.
[20:51:05]
<zellfaze>
Woot! I love it when one project I am working on is useful for another.
[20:51:12]
<otso>
Hell yeah!
[20:51:21]
<rpite>
wait
[20:51:33]
<rpite>
we have to create a new room in matrix without encryption
[20:51:38]
<otso>
While we are speaking of side projects, mine is a lot less applicable but I finally installed plan9 to try and it's awesome
[20:51:38]
<rpite>
I don't think bridging works with encryption
[20:51:46]
* zellfaze
can check real fast.
[20:52:15]
<rpite>
lol I love suffering so I installed lfs
[20:52:32]
<zellfaze>
"Each real Matrix user is represented by an IRC client, and each real IRC client is represented by a Matrix user. Full two-way communication in channels and PMs are supported, along with a huge array of customisation options."
[20:52:45]
<rpite>
how does it work with encryption?
[20:52:48]
<zellfaze>
I suspect E2E encryption will work still.
[20:52:51]
<otso>
Oof. I've looked at it, but never went so far as to get it booting
[20:52:55]
<otso>
That's cool!
[20:52:56]
<zellfaze>
Given that each IRC user is a Matrix user.
[20:53:11]
<zellfaze>
Not really E2E given that IRC isn't.
[20:53:14]
<zellfaze>
But ya'know.
[20:53:24]
<otso>
I am assuming you just log in with your matrix username and password then?
[20:53:26]
<otso>
Sweet
[20:53:36]
<rpite>
maybe we shouldn't bridge?
[20:54:03]
<rpite>
maybe we can just send messages from irc to matrix
[20:54:08]
<rpite>
but not the other way around
[20:56:42]
* zellfaze
looking at the config to see if that can be done
[20:58:41]
<zellfaze>
Yes. It looks like that can be done.
[20:58:52]
<rpite>
cool
[20:59:41]
<rpite>
not sure though if that would be useful
[20:59:55]
<rpite>
but we could still selfhost our own matrix instance
[21:00:36]
<IRCBot>
This week's meeting recorder is: otso
[21:00:36]
<IRCBot>
# Pre-agenda
[21:00:38]
<zellfaze>
To be honest, if we self-host we can also just have two Matrix rooms.
[21:00:42]
<zellfaze>
One bridged and one not.
[21:00:53]
<rpite>
yup
[21:01:16]
<otso>
That's true. Any "sensetive" information could be sent non-bridged
[21:01:17]
<zellfaze>
That would make things easier probably too because the default config is two-way bridging.
[21:01:19]
<rpite>
wait are our meetings at 1 or 2?
[21:01:35]
<zellfaze>
14:00 Eastern
[21:01:38]
<otso>
Oops. That's not been updated in forever.
[21:02:11]
<otso>
Oh, that's not even on the website
[21:02:50]
<rpite>
do you guys still want meetings in the middle of the week
[21:03:38]
<zellfaze>
I know I have missed a few, but I do like sitting down over a voice call and hashing out some work with ya'll. I think changing the day would be handy.
[21:04:00]
<otso>
yeah, I think it makes sense.
[21:04:06]
<zellfaze>
I believe you said you had a conflict on that day now yeah rpite?
[21:04:12]
<rpite>
yeah
[21:04:24]
<rpite>
how about wednesday?
[21:04:38]
<otso>
Should work for me.
[21:04:40]
<rpite>
I can do it 6PM EST
[21:04:52]
<zellfaze>
I can do that.
[21:05:23]
<zellfaze>
Oh hey the new buttons are in the screenshot on the website!
[21:05:29]
<zellfaze>
Those look nice.
[21:05:31]
<otso>
Thanks!
[21:05:42]
<rpite>
yup
[21:07:39]
<rpite>
I'm going to move my notes to the wiki
[21:07:49]
<otso>
Sweet!
[21:07:50]
<zellfaze>
I think we might need credentials still.
[21:08:01]
<otso>
I think anyone can edit
[21:08:23]
<otso>
Which, we can change later but since it lets you easily return to old revisions I thought it'd be ok for now
[21:08:43]
<zellfaze>
It will probably be fine until a spam bot notices it.
[21:11:00]
<zellfaze>
I'll add my gardening notes to it.
[21:14:29]
<otso>
Neat. I will think of things to add to it too.
[21:17:17]
<zellfaze>
rpite: Once I have made the script a bit more generic, I'll email you a copy.
[21:17:25]
<rpite>
cool
[21:17:38]
<zellfaze>
This will give me a good reason to do that too.
[21:18:36]
<zellfaze>
Anyone else have anything to add?
[21:18:44]
<rpite>
#done
[21:18:44]
<IRCBot>
## Todo all
[21:26:25]
<rpite>
uh
[21:26:29]
<rpite>
#done
[21:26:29]
<IRCBot>
## Todo rpite
[21:26:43]
<otso>
#done
[21:26:43]
<IRCBot>
## Todo otso
[21:26:45]
<otso>
#done
[21:26:45]
<IRCBot>
## Todo zellfaze
[21:26:47]
<otso>
#done
[21:26:47]
<IRCBot>
Meeting finished
[21:26:48]
<otso>
lol
[21:27:00]
<rpite>
ok
[21:27:20]
<zellfaze>
The IRCBot has spoken! lol
[21:27:33]
<zellfaze>
See ya'll Wednesday.
[21:27:38]
<rpite>
cya
[21:27:45]
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[21:28:17]
<rpite>
I should add hooks for the other repos
[21:29:23]
<otso>
cya
[21:29:35]
<otso>
if you'd like. Some of them are less critical.
[21:29:47]
<rpite>
ok
[21:29:48]
<otso>
Would it be worth adding another channel?
[21:30:01]
<rpite>
probably not
[21:30:09]
<otso>
We could have one that messages about all git activity, then one for just normal stuff like now
[21:30:18]
<rpite>
ok
[21:30:54]
<otso>
ok, i am going now too. Have a good week
[21:30:57]
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<rpite>
never trust apple ipad alarms
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<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[17:04:49]
<IRCBot>
e095832 4D617278 Clean up design directory and add items, game mechanics, and characters
[17:10:34]
<IRCBot>
This week's meeting recorder is: otso
[17:10:34]
<IRCBot>
# Pre-agenda
[17:10:40]
<rpite>
#done
[17:10:40]
<IRCBot>
# Last weeks agenda/todo
[17:10:40]
<IRCBot>
##otso todo checkin
[17:10:45]
<rpite>
#done
[17:10:45]
<IRCBot>
## rpite todo checkin
[17:10:47]
<rpite>
#done
[17:10:47]
<IRCBot>
## zellfaze todo checkin
[17:10:49]
<rpite>
#done
[17:10:49]
<IRCBot>
# Post-todo discussion
[17:10:51]
<rpite>
#done
[17:10:51]
<IRCBot>
## Todo all
[17:10:54]
<rpite>
#done
[17:10:54]
<IRCBot>
## Todo rpite
[17:10:56]
<rpite>
#done
[17:10:56]
<IRCBot>
## Todo otso
[17:10:58]
<rpite>
#done
[17:10:58]
<IRCBot>
## Todo zellfaze
[17:11:00]
<rpite>
#done
[17:11:00]
<IRCBot>
Meeting finished
[17:27:17]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[17:27:17]
<IRCBot>
d81d626 4D617278 Add notes
[18:59:38]
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<IRCBot>
[git] 2 commits pushed to PlantRebellion/refs/heads/master
[20:04:15]
<IRCBot>
9c6f33e otso new file: assets/scenery/Houses.png Added houses for neighborhood renamed: prototype/Ad.png.import -> assets/scenery/Houses.png.import Removed unnecessary prototpyes dir modified: assets/scenery/ground.png modified: assets/scenery/ground.tres Added road/curb to ground new file: assets/scenery/neighborhood.tscn new file: scenes/tileset/Neighborhod.tscn Added a new test scene
[20:04:19]
<IRCBot>
51f991d otso Merge branch 'master' of classlessgames.com:PlantRebellion
[20:04:32]
<otso>
hello all.
[20:04:38]
<zellfaze>
Greeetings
[20:04:52]
<otso>
How was everyone's week?
[20:05:25]
<zellfaze>
Much better than I expected tbh.
[20:05:43]
<zellfaze>
I am so glad Trump is finally out.
[20:05:51]
<otso>
Yes.
[20:05:57]
<otso>
I am glad we are back in the climate accord
[20:06:11]
<otso>
I think it's too little, but better too little than not at all
[20:06:58]
<zellfaze>
Yeah. The climate accord was too little even.
[20:07:15]
<otso>
I agree
[20:07:41]
<otso>
I haven't heard about much violence this week. Were things fairly calm there?
[20:08:07]
<zellfaze>
Yeah. Things were pretty calm.
[20:08:11]
<zellfaze>
Happily surprised.
[20:09:01]
<otso>
That's great.
[20:09:11]
<otso>
Are you here as well rpite?
[20:15:54]
<zellfaze>
I've been looking at permaculture stuff to try to get a feel for systems that we might want to implement.
[20:16:15]
<otso>
That's awesome.
[20:16:22]
<otso>
Have you learned anything interesting so far?
[20:16:45]
<zellfaze>
I think one thing we should definitely do is try to assign plants to different layers.
[20:16:57]
<zellfaze>
Canopy, Understory, Shrub, Herbaceous, Groundcover, Vertical
[20:17:22]
<zellfaze>
Some of these layers can co-exist on the same time. Others can provide bonuses of some sort for different layers nearby.
[20:17:37]
<otso>
Ooh. That's a pretty cool idea
[20:18:03]
<zellfaze>
A community project idea also would be a rain garden somewhere in the town.
[20:18:23]
<zellfaze>
Rain Gardens are a type of garden designed to treat stormwater run-off by filtering it through native plants.
[20:18:32]
<otso>
That's awesome!
[20:18:41]
<otso>
I really like that.
[20:19:10]
<zellfaze>
I don't know if you'd want to grow edible plants there, but it'd be a good spot for flowers and materials.
[20:19:17]
<otso>
Like, you could take the water from that and drink it?
[20:19:23]
<otso>
Or use it in your garden?
[20:19:28]
<otso>
More gray water type?
[20:20:22]
<zellfaze>
I think the idea of rain gardens usually is to filter a town's storm drain water before dumping it into a river.
[20:20:44]
<otso>
Oh! That makes sense. So as not to pollute donwstream
[20:20:46]
<zellfaze>
You can't just take road run-off and dump it into a river. You have to treat it somehow.
[20:21:03]
<otso>
Ok. I love that
[20:21:22]
<otso>
Especially because the local plants tend to be the best at supporting local fauna (obviously)
[20:21:29]
<otso>
so that could double as a pollinator garden
[20:21:39]
<zellfaze>
Storm water isn't as heavily polluted as grey water or blackwater, but it is very different pollutants.
[20:21:44]
<zellfaze>
Indeed!
[20:22:19]
<zellfaze>
Also ran into this in an article and thought it was a neat idea.
[20:22:22]
<zellfaze>
"Log piles – Preferably located in a shady area, a pile of logs is a sanctuary for insects and other invertebrates, as well as reptiles and amphibians. The organic structure is a shelter for both protection and breeding. In addition to logs, garden debris may also be added around the garden to be used as a natural mulch, fertilizer, weed control, soil amendment, and habitat for arthropod predators"
[20:23:09]
<zellfaze>
It's funny in Stardew you'd definitely want to destroy and pick up log piles, we could possibly flip the script and make it advantagous to leave them there somehow.
[20:23:22]
<zellfaze>
I'm not entirely sure how to implement some of this stuff mechanically.
[20:23:28]
<otso>
Ooh, awesome!
[20:23:45]
<otso>
Maybe the more you place them around, sometimes little eyes pop up in them
[20:24:01]
<otso>
And the rate of pests drop
[20:24:13]
<zellfaze>
That would work I suspect.
[20:24:50]
<otso>
Like how stardew has scarecrows and birds, we can have insects and log piles
[20:27:03]
<zellfaze>
I definitely need to learn more about plant growth and nutrician
[20:27:29]
<zellfaze>
I feel like every time should probably have a water level and a nitrogen level associated with it, but beyond that....
[20:27:51]
<zellfaze>
Maybe a lighting level, perhaps a different lighting level per layer.
[20:28:13]
<zellfaze>
Could be calculated as a percentage of the light of the layer above it. With that percentage varying depending on what plant is on the layer above.
[20:28:41]
<otso>
That's a good idea.
[20:28:41]
<zellfaze>
So like a tree that blocks 50% and then a shrub that blocks 30% of what's left, leaving the remaining for groundcover.
[20:29:04]
<otso>
Would a wiki be helpful, so we can all research this, apply it to the game and it could double later as a reference for players
[20:29:17]
<zellfaze>
That could be handy.
[20:29:24]
<otso>
Ok.
[20:29:28]
<zellfaze>
It would probably help with documentation generally.
[20:29:34]
<otso>
True.
[20:29:52]
<zellfaze>
I would not be opposed to a wiki.
[20:29:55]
<otso>
Maybe I will add it, then touch up the website a bit to link to our separate servers a little more easily
[20:30:11]
<otso>
*sites
[20:30:15]
<otso>
all on the same server I guess
[20:31:35]
<zellfaze>
On the note of rain gardens, Phytoremediation is a thing apparently too.
[20:31:51]
<zellfaze>
"use [of] living plants to clean up soil, air, and water contaminated with hazardous contaminants"
[20:32:15]
<otso>
Interesting!
[20:33:24]
<zellfaze>
I didn't really get any code done this week.
[20:33:28]
<otso>
That reminds me of US History class actually. We learned about how many communities in pre-colonial Americas used a different agriculture technique where crops would be grown together, as opposed to a "corn" section and the crops from one plant would decay and provide nutrients for another
[20:33:32]
<zellfaze>
Just a small amount of reading.
[20:33:36]
<otso>
To avoid needing to slash and burn
[20:33:39]
<zellfaze>
The three sisters.
[20:34:03]
<zellfaze>
Corn, beans, and squash
[20:34:06]
<otso>
Oh, exactly
[20:34:12]
<otso>
That's an awesome name for it
[20:34:51]
<zellfaze>
Corn provides a stalk for the beans to grow up. The beans and the corn shade the squash, and the squash fixes nitrogen and keeps weeds down.
[20:34:59]
<otso>
That is awesome.
[20:35:17]
<zellfaze>
That could be done if we seperate plants into layers.
[20:35:27]
<otso>
Definitely.
[20:35:30]
<zellfaze>
Corn is herbaceous, beans are vertical, and squash is ground cover.
[20:35:41]
<otso>
I think that's a really cool idea
[20:36:11]
<zellfaze>
It mechanically discourages monocropping.
[20:36:26]
<zellfaze>
You could just plant a field of corn, but you are actually at a disadvantage doing so.
[20:36:27]
<otso>
This week I did a tiny bit more drawing, then imported some of the "block" into a single scene
[20:36:36]
<zellfaze>
The optimum way to play would be to have the three sisters.
[20:36:38]
<otso>
It's not done yet, but you can see how it would be layed out
[20:36:43]
<otso>
Yeah. That makes sense
[20:37:14]
<otso>
I like that way of teaching the right way, without forcing it. It just shows that sustainability is not only recommended, but economical
[20:37:53]
<zellfaze>
People will try to play most games in the "optimal" way.
[20:38:00]
<zellfaze>
To the point of optimizing the fun out of a game even.
[20:38:21]
<zellfaze>
So if you make the most optimal way to play the intended way, you can save a lot of trouble, and get people do whatever.
[20:38:29]
<otso>
True
[20:38:38]
<otso>
I really like that
[20:39:39]
<zellfaze>
Whoa rainbows.
[20:40:05]
<otso>
Oh, the collision polygons?
[20:40:08]
<zellfaze>
Yeah
[20:40:11]
<otso>
Yeah, I thought that was awesome.
[20:40:16]
<otso>
Godot just did that automatically
[20:41:00]
<zellfaze>
I think this looks good.
[20:41:04]
<otso>
If you make it invisible you can see what it's supposed to look like. I added a fence because you mentioned tearing down the fence between the neighbor's yard, but It could go very easily
[20:41:05]
<zellfaze>
I like the curbs.
[20:41:08]
<otso>
Ok. Thanks
[20:41:24]
<zellfaze>
Yeah that makes sense.
[20:41:32]
<otso>
I liked the curbs too!
[20:41:38]
<zellfaze>
Could be there in the opening scenes and then removed pretty quickly.
[20:41:58]
<otso>
Drawing them in gimp, I was worried they'd look awful, but sometimes things look way better in context than on their own
[20:42:19]
<otso>
Yeah. That's what I was thinking. In the course of the intro, they could get knocked down.
[20:44:09]
<zellfaze>
Ngl kind of excited to see what ends up coming of all this.
[20:44:34]
<zellfaze>
It's neat to think that the process of development within a game of this could look almost opposite of Stardew.
[20:44:52]
<zellfaze>
You're taking a bunch of grassy lawn and making it almost an untamed forest.
[20:44:56]
<zellfaze>
Except designed.
[20:45:45]
<otso>
True! I am very excited too.
[20:46:06]
<zellfaze>
I guess we missed rpite this week.
[20:46:11]
<otso>
Stardew is a great game, but definitely would be way cooler with more permaculture and socialism.
[20:46:24]
<otso>
Yeah, I'm thinking he may not make it.
[20:47:11]
<zellfaze>
Are you familiar with hugelkultur?
[20:47:22]
<otso>
No!, not yet
[20:47:42]
<zellfaze>
Basically it's burying logs to act as water sponges and to generate heat and nutrients as they decompose.
[20:47:53]
<zellfaze>
Another use of wood perhaps.
[20:47:56]
<otso>
I am looking at wikipedia now. That looks awesome
[20:48:24]
<otso>
True. The goal could be gathering debris, and using it on the farm somehow
[20:48:35]
<otso>
like, all the wood goes here, and anyone can use it for various purposes
[20:48:57]
<zellfaze>
Yeah. Could have a wood pile somewhere.
[20:49:03]
<otso>
Maybe the scraps are used for Hugelkultur, or the branches around the edges
[20:49:10]
<otso>
and the better pieces could be made into tools?
[20:49:30]
<zellfaze>
I wasn't thinking about having different types of wood in your inventory.
[20:49:45]
<zellfaze>
Maybe though we could use a quality system like Stardew, but apply it to other items than just crops.
[20:50:09]
<zellfaze>
So then you could have "Good" wood or "Great" wood. Or even a "Bad" shovel.
[20:51:00]
<zellfaze>
Some recipes could require quality ingredients. Others might not care. Some might only care insomuch as the output it better.
[20:51:42]
<zellfaze>
A shovel made from good wood and good metal would be good quality or better. A hugelkulture wouldn't care about quality at all. A flute would need Great quality wood.
[20:51:45]
<zellfaze>
To give an example.
[20:52:07]
<otso>
Ooh, that's a good point!
[20:52:16]
<otso>
Also, I like the idea of a flute!
[20:52:24]
<otso>
To have the garden double as a place for live music
[20:52:30]
<otso>
Bring the culture together
[20:52:32]
<zellfaze>
I just pulled it out of my ass. I don't know where we would use it.
[20:52:34]
<zellfaze>
Oh neat idea!
[20:52:43]
<otso>
You aren't just joining the town, the festivals are made by the garden
[20:53:00]
<otso>
So if that's the stuff you like, you can literally organize them as frequently as you'd like to
[20:53:23]
<otso>
As long as you provide the musically minded people their materials
[20:53:26]
<zellfaze>
That is something else we should probably document. Some various things that you might be led to do if you interact with npcs in the right ways.
[20:53:40]
<zellfaze>
Like holding a music festival.
[20:53:52]
<otso>
True. I will definitely get a wiki up so we can make plans, for this stuff, then track the state of these in the right way.
[20:53:52]
<zellfaze>
Or making a rain garden.
[20:54:09]
<otso>
Definitely.
[20:54:47]
<otso>
So, document how a music festival would work, then link to the tickets which bring it about in mantis
[20:55:39]
<zellfaze>
That seems pretty reasonable.
[20:56:00]
<otso>
Sweet
[20:56:04]
<zellfaze>
Wiki would give us a good spot to design some of the characters as well.
[20:56:13]
<zellfaze>
Because we are definitely going to need a whole cast.
[20:57:01]
<otso>
The other benefit of this is that as it develops, we can start sharing it and getting people excited about the game
[20:59:40]
<otso>
Should I leave it open to community contributions too? So other's can correct us if we get permaculture stuff wrong (but maybe make it so we are notified when there is an edit?)
[20:59:56]
<zellfaze>
Yeah I am fine with that.
[21:00:33]
<IRCBot>
This week's meeting recorder is: zellfaze
[21:00:33]
<IRCBot>
# Pre-agenda
[21:00:45]
<otso>
Ok
[21:00:51]
<zellfaze>
Once we have a little bit down too, I can pass it to someone with a bit more permaculture knowledge to doublecheck it.
[21:01:01]
<zellfaze>
I have a friend in classes.
[21:01:09]
<zellfaze>
Whose brain I should really pick sometime tbh.
[21:01:47]
<otso>
That's a good point. My partner actually is studying greenhouses atm, so a lot of classes could be applicable too
[21:02:05]
<otso>
So, having a place both of them could add some knowledge might be pretty helpful.
[21:02:24]
<otso>
Despite my liking a lot of this stuff, I am pretty clueless about gardening and permaculture
[21:02:30]
<zellfaze>
Yeah me too.
[21:02:41]
<zellfaze>
I gardened a lot as a kid, but not in a permaculture way.
[21:02:53]
<zellfaze>
And I didn't design the gardens, just did the manual labor part.
[21:03:47]
<otso>
That makes sense. I haven't even done that much lol. I have grown some plants in a biology class, and help my partner water sometimes, but that's the extent of it.
[21:06:09]
<zellfaze>
There is an idea of zones in permaculture.
[21:06:19]
<zellfaze>
I'm not sure where to begin to implement that.
[21:06:38]
<zellfaze>
https://upload.wikimedia.org/wikipedia/commons/a/ad/Permaculture_Zones.svg
[21:08:12]
<otso>
OOh, that seems really interesting. Maybe we can leave a page open and write down ideas.
[21:08:30]
<otso>
It might be difficult on a block, but maybe eventually you could get a third location
[21:08:57]
<otso>
Like, the company starts to tear down the local forest and you must rebuild it, or you use the empty lot as a zone-2/3 kind of thing?
[21:09:00]
<zellfaze>
Yeah. I wasn't really sure a way to encourage that. It might not be as applicable to a back yard garden setup
[21:09:13]
<zellfaze>
I could see the empty lot getting used that way.
[21:09:24]
<zellfaze>
I like that.
[21:13:09]
<zellfaze>
I don't really have much else honest. Rpite has classes on Thursdays now.
[21:13:34]
<otso>
Oh. I saw that
[21:13:36]
<zellfaze>
So we should probably figure out a new time each week for those.
[21:13:38]
<otso>
Ok.
[21:13:53]
<otso>
Well, I am free most evenings, as long as I have some advance notice
[21:14:00]
<zellfaze>
I am crossing my fingers that things will finally finally be calm. It looks good so far.
[21:14:13]
<zellfaze>
Me too (hopefully, like I said looking good)
[21:14:18]
<otso>
So, I am happy to check back in tomorrow and see if rpite has a day that works better
[21:14:25]
<zellfaze>
That works for me.
[21:14:42]
<otso>
Sweet. I pushed a brief summary of what we talked about today, but not a full meeting list
[21:14:53]
<zellfaze>
Thanks,
[21:15:02]
<otso>
so, reference it or not. I will keep working on the block, and set up some wiki this week.
[21:15:18]
<zellfaze>
Thank you.
[21:15:29]
<zellfaze>
I'll push these permaculture notes in a bit.
[21:16:04]
<otso>
Thanks! I appreciate all the research. Stuff like this helps to keep me excited about the game for sure to just remember the potential it has to turn into something really cool
[21:16:24]
<zellfaze>
Indeed!
[21:16:36]
<otso>
Ok, see you later!
[21:16:39]
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<rpite>
ah crap I missed the meeting

2021-01-23.logJump to top

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<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
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<IRCBot>
c53e124 4D617278 Patch bug
[19:38:30]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[19:38:30]
<IRCBot>
90ba5cb 4D617278 Fix hp bug
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test
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<otso>
Hey, with classes starting this week, I think I should try to get a bit more organized and get ahead a bit in a few classes. Between getting back to my apartment and doing housework here I have just been pretty slammed.
[21:14:28]
<otso>
Hope it's ok if I can't make the meeting tonight.
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*** Server
sets mode: +PH 20:7
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<IRCBot>
This week's meeting recorder is: otso
[14:00:32]
<IRCBot>
# Pre-agenda
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zellfaze (~zellfaze@89.38.227.238)
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<zellfaze>
Hey I'll be here in just a few minutes. Sorry.
[20:01:29]
<zellfaze>
I also won't have much to share unfortunately.
[20:01:43]
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<zellfaze>
I can share some more details over Matrix in a bit.
[20:02:22]
<IRCBot>
This week's meeting recorder is: zellfaze
[20:02:22]
<IRCBot>
# Pre-agenda
[20:04:08]
<IRCBot>
This week's meeting recorder is: otso
[20:04:08]
<IRCBot>
# Pre-agenda
[20:04:29]
<otso>
I am here.
[20:04:35]
<rpite>
for some reason it an at 7 am so it thinks zellfaze is the recorder
[20:04:45]
<rpite>
ran*
[20:05:21]
<otso>
Looks like something in the logs is breaking my site. I will add a bug to mantis and set some time asside to look at that.
[20:05:38]
<otso>
Ah. Is it my week this week?
[20:06:36]
<rpite>
yeah, zellfaze did it 2 weeks ago and I did it last week
[20:07:51]
<otso>
Ok. Sounds good
[20:09:17]
<zellfaze>
Here.
[20:09:37]
<rpite>
let me test
[20:09:40]
<rpite>
#done
[20:09:40]
<IRCBot>
# Last weeks agenda/todo
[20:10:44]
<otso>
Is this the desired result? Should I begin?
[20:10:57]
<rpite>
#done
[20:10:57]
<IRCBot>
## otso todo checkin
[20:11:11]
<rpite>
I should modify the output
[20:11:16]
<rpite>
to make it more clear
[20:11:31]
<otso>
Sweet. So I sketched some neighborhood plans on paper, then started drawing some of them in gimp
[20:12:00]
<otso>
One thing I did which I hoped zellfaze could look at is a logo for EcoF
[20:12:11]
<zellfaze>
Sure
[20:12:16]
* zellfaze
pulls
[20:12:43]
<otso>
It's in AssetsForPlantRebellion/prototypes
[20:12:53]
<otso>
EcoF_logo.png
[20:13:05]
<otso>
I did a few mockups, but was wondering if anyone prefered one
[20:13:16]
<otso>
Rpite said he didn't have a strong preference
[20:13:57]
<zellfaze>
I prefer the middle one to the left one.
[20:14:05]
<zellfaze>
And think the right two could be situational.
[20:14:27]
<zellfaze>
Like when you wanna just put lettering on something and not a whole logo.
[20:15:01]
<zellfaze>
I like the logos both though. They are sufficiently greenwashed.
[20:15:14]
<otso>
Sweet.
[20:15:30]
<otso>
I will stick to the middle one for now then, because I kind of prefered that anyways
[20:15:56]
<otso>
So, for the block I was going off what you had said about the player and the neighbor being the two to start it
[20:16:05]
<zellfaze>
Left one is a little harder to read. And its not entirely clear it is a company named EcoF and not just Eco.
[20:16:21]
<otso>
That makes sense. The F is weirdly separate
[20:16:27]
<otso>
I was leaning middle too actually
[20:17:32]
<otso>
I had done the two houses in gimp, but the rest of the neighborhood is still lacking.
[20:17:59]
<otso>
Feel free to look at it now, or whenever and say what you think of the two houses
[20:18:26]
<otso>
This week, I want to import it into godot, then use some of the other assets to make a block, and add a few like sidewalk, curb, mailboxes
[20:19:51]
<otso>
In my sketches, I also included either an abandoned house, or an empty lot. I thought that perhaps one of the later game goals could be to help buy someone a house when they are evicted.
[20:20:44]
<otso>
But I thought I'd check about that before drawing an abandoned house or whatever.
[20:22:05]
<zellfaze>
I like the abandoned house idea. I'd prefer an empty lot if I had to choose one or the other though. I think the empty lot gives us a lot of possibility space.
[20:22:23]
<otso>
That's fair. I'll lean that way then.
[20:22:25]
<zellfaze>
Could be used for different things depending on which direction you take the plot.
[20:22:54]
<otso>
true
[20:23:22]
<otso>
And as always, feel free to let me know if there's anything either of you would change about the houses
[20:24:21]
<otso>
That's all I have this week
[20:24:34]
<zellfaze>
#done
[20:24:34]
<IRCBot>
## rpite todo checkin
[20:25:27]
<rpite>
hello
[20:25:52]
<rpite>
I wrote the irc bot so now it sends messages on git push and it's supposed to run automatically for meetings
[20:26:18]
<rpite>
if you send # done without a space it should shift to the next topic
[20:26:34]
<rpite>
there is a limited save game functionality added to the game
[20:26:47]
<otso>
If you send it without a space in the middle of a line will it still move on?
[20:27:14]
<rpite>
no
[20:27:35]
<rpite>
it does tail -f the irc file and greps for the token
[20:27:40]
<otso>
Ok.
[20:28:07]
<rpite>
that's it from me
[20:28:10]
<rpite>
#done
[20:28:51]
<rpite>
looks like there are still bugs
[20:29:03]
<zellfaze>
There always is. lol
[20:29:13]
<rpite>
#done
[20:29:14]
<zellfaze>
I wasn't really home most of the past week.
[20:30:13]
<otso>
Sorry to interrupt, I realized I had forgotten to hit enter on "git push" but the houses png is there now
[20:30:20]
<zellfaze>
I don't really have anything to report back. I haven't even really been at my computer.
[20:30:25]
<zellfaze>
Oh cool! I was wondering about that.
[20:31:09]
<otso>
zellfaze: that's fine. I hope you had a good/productive week otherwise
[20:31:37]
<zellfaze>
I think so generally.
[20:32:23]
<rpite>
let me test
[20:32:25]
<rpite>
#done
[20:32:25]
<IRCBot>
## zellfaze todo checkin
[20:32:25]
<IRCBot>
## zellfaze todo checkin
[20:32:31]
<rpite>
#done
[20:32:31]
<IRCBot>
# Post-todo discussion
[20:32:57]
<zellfaze>
I don't expect a whole lot to get done this week either to be honest.
[20:33:25]
<zellfaze>
Wednesday is J20 and I think Trump folks are going to try something.
[20:33:42]
<otso>
Rpite, I am still considering this a bug in my IRC site, but did the bot maybe dump a line of "@^@^@^" into the log?
[20:33:53]
<otso>
Yeah. I would not be surprised if they did
[20:34:34]
<otso>
Just curious. I will look into filtering them out anyways, but for some reason the log had a long line of that
[20:34:53]
<rpite>
no idea
[20:35:06]
<rpite>
it shouldn't dump anything
[20:35:08]
<otso>
Ok. i will keep an eye out for it occuring again.
[20:35:14]
<rpite>
since it only echoes to a certain file
[20:36:44]
<otso>
Ok. Anyways, I hope you are safe this week zellfaze, and I hope that if/when they do try something it results in less violence
[20:36:57]
<zellfaze>
Me too.
[20:37:02]
<rpite>
yes
[20:37:18]
<zellfaze>
There are more troops in DC right now than there are in Afghantistan, so I don't think they will succeed at anything.
[20:37:43]
<rpite>
unless the troops are the trump supporters
[20:37:47]
<zellfaze>
But I question if that will stop them from trying.
[20:38:21]
<zellfaze>
Yeah. I'm not sure how this will all play out....
[20:38:25]
<otso>
No, I doubt it too. I hope also that the troops can be succesful at diffusing the situation rather than escalating.
[20:38:38]
<zellfaze>
This is what I am hoping too.
[20:38:57]
<zellfaze>
I'm hoping with the huge show of force they'll be too scared to try anything.
[20:39:14]
<otso>
That would be ideal
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[00:02:01]
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<rpite>
hello
[00:05:55]
<otso>
Hello
[00:06:00]
<otso>
How has your week been so far?
[00:06:09]
<rpite>
great, thanks
[00:06:13]
<rpite>
how about you
[00:09:12]
<rpite>
https://meet.jit.si/EffectiveThanksStretchThere
[00:09:37]
<otso>
Pretty good!
[00:13:50]
<otso>
BRB. Forgot to figure out why sound didn't work, and assuming it'll work because it worked once aparently doesn't work
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<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[01:07:16]
<IRCBot>
bc70f52 otso Added very basic inventory 9patch (just added png, it has not been imported) Removed prototype/ moved prototype images to AssetsForPlantRebellion
[01:13:12]
<otso>
https://git.classlessgames.com/AssetsForPlantRebellion/plain/prototypes/EcoF_logo.png
[02:12:09]
<IRCBot>
[git] 2 commits pushed to PlantRebellion/refs/heads/master
[02:12:09]
<IRCBot>
3c37ae5 otso assets/inventory/inventory-9patch.png assets/inventory/inventory-9patch.png.import scenes/ui/inventory/inventory.tscn Added a ninepatch for the inventory container itself.
[02:12:11]
<IRCBot>
7dc1719 otso deleted: Ad.png.import removed unneeded import
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<IRCBot>
[git] 2 commits pushed to PlantRebellion/refs/heads/master
[03:30:05]
<IRCBot>
892d436 4D617278 Add save game functionality
[03:30:07]
<IRCBot>
d57b48d 4D617278 Merge branch 'master' of ssh://git.classlessgames.com:22/home/coop/PlantRebellion
[03:32:48]
<IRCBot>
[git] 2 commits pushed to PlantRebellion/refs/heads/master
[03:32:48]
<IRCBot>
a91c906 4D617278 formatting changes
[03:32:50]
<IRCBot>
de0dcb8 4D617278 Add picture import
[03:41:22]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[03:41:22]
<IRCBot>
d30d26f 4D617278 Fix bug where target and position don't match after loading game
[03:46:55]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[03:46:55]
<IRCBot>
23f736f 4D617278 Fix deliberate off by one bug
[03:57:38]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[03:57:38]
<IRCBot>
946a955 4D617278 Add new game functionality and check for empty file
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[00:03:20]
<rpite>
hello
[00:03:26]
<rpite>
oh
[00:03:30]
<rpite>
oops
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<IRCBot>
This week's meeting recorder is: otso
[10:52:39]
<IRCBot>
# Pre-agenda
[10:52:39]
<IRCBot>
# Last weeks agenda/todo
[10:52:46]
<rpite>
#done
[10:52:48]
<IRCBot>
## Otso todo checkin
[10:52:51]
<rpite>
#done
[10:53:53]
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<IRCBot>
This week's meeting recorder is: otso
[11:16:19]
<rpite>
#done
[11:16:21]
<IRCBot>
# Pre-agenda
[11:16:26]
<rpite>
#done
[11:16:27]
<IRCBot>
# Last weeks agenda/todo
[11:16:30]
<rpite>
#done
[11:16:31]
<IRCBot>
## Otso todo checkin
[11:16:33]
<rpite>
#done
[11:16:35]
<IRCBot>
## rpite todo checkin
[11:16:38]
<rpite>
#done
[11:16:39]
<IRCBot>
## Zellfaze todo checkin
[11:16:39]
<IRCBot>
## Zellfaze todo checkin
[11:16:39]
<IRCBot>
## Zellfaze todo checkin
[11:17:08]
<rpite>
#done
[11:17:08]
<IRCBot>
# Post-todo discussion
[11:17:09]
<IRCBot>
# Post-todo discussion
[11:17:10]
<IRCBot>
# Post-todo discussion
[11:17:25]
<rpite>
#done
[11:17:26]
<IRCBot>
# Todo
[11:17:26]
<IRCBot>
## All
[11:17:26]
<IRCBot>
# Todo
[11:17:26]
<IRCBot>
## All
[11:17:27]
<IRCBot>
# Todo
[11:17:27]
<IRCBot>
## All
[11:17:55]
<rpite>
#done
[11:17:55]
<IRCBot>
## rpite
[11:17:55]
<IRCBot>
## rpite
[11:17:56]
<IRCBot>
## rpite
[11:18:44]
<rpite>
#done
[11:18:45]
<IRCBot>
## Otso
[11:18:46]
<IRCBot>
## Otso
[11:18:46]
<IRCBot>
## Otso
[11:18:49]
<rpite>
#done
[11:18:49]
<IRCBot>
## Zellfaze
[11:18:50]
<IRCBot>
## Zellfaze
[11:18:50]
<IRCBot>
## Zellfaze
[11:30:48]
<rpite>
test
[11:34:53]
<IRCBot>
This week's meeting recorder is: zellfaze
[11:34:57]
<rpite>
#done
[11:34:57]
<IRCBot>
# Pre-agenda
[11:35:00]
<rpite>
#done
[11:35:00]
<IRCBot>
# Pre-agenda
[11:35:19]
<rpite>
#done
[11:35:19]
<IRCBot>
# Pre-agenda
[11:35:41]
<IRCBot>
This week's meeting recorder is: rpite
[11:35:45]
<rpite>
#done
[11:35:45]
<IRCBot>
# Pre-agenda
[11:35:47]
<rpite>
#done
[11:35:47]
<IRCBot>
# Last weeks agenda/todo
[11:35:49]
<rpite>
#done
[11:35:49]
<IRCBot>
## otso todo checkin
[11:35:51]
<rpite>
#done
[11:35:51]
<IRCBot>
## rpite todo checkin
[11:35:53]
<rpite>
#done
[11:35:53]
<IRCBot>
## zellfaze todo checkin
[11:35:55]
<rpite>
#done
[11:35:55]
<IRCBot>
# Post-todo discussion
[11:35:57]
<rpite>
#done
[11:35:57]
<IRCBot>
## Todo all
[11:35:59]
<rpite>
#done
[11:35:59]
<IRCBot>
## Todo rpite
[11:36:01]
<rpite>
#done
[11:36:01]
<IRCBot>
## Todo otso
[11:36:03]
<rpite>
#done
[11:36:03]
<IRCBot>
## Todo zellfaze
[11:36:05]
<rpite>
#done
[11:37:01]
<IRCBot>
This week's meeting recorder is: otso
[11:37:01]
<IRCBot>
# Pre-agenda
[11:37:04]
<rpite>
#done
[11:37:04]
<IRCBot>
# Last weeks agenda/todo
[11:37:06]
<rpite>
#done
[11:37:06]
<IRCBot>
## otso todo checkin
[11:37:08]
<rpite>
#done
[11:37:08]
<IRCBot>
## rpite todo checkin
[11:37:10]
<rpite>
#done
[11:37:10]
<IRCBot>
## zellfaze todo checkin
[11:37:12]
<rpite>
#done
[11:37:12]
<IRCBot>
# Post-todo discussion
[11:37:14]
<rpite>
#done
[11:37:14]
<IRCBot>
## Todo all
[11:37:16]
<rpite>
#done
[11:37:16]
<IRCBot>
## Todo rpite
[11:37:18]
<rpite>
#done
[11:37:18]
<IRCBot>
## Todo otso
[11:37:20]
<rpite>
#done
[11:37:20]
<IRCBot>
## Todo zellfaze
[11:37:22]
<rpite>
#done
[11:37:22]
<IRCBot>
Meeting finished
[12:51:47]
<IRCBot>
test test test
[13:07:26]
<IRCBot>
git commit: a a a
[13:21:39]
<IRCBot>
[git] 0 commits pushed to PlantRebellion/a
[13:26:15]
<IRCBot>
[git] 0 commits pushed to PlantRebellion/test
[13:39:03]
<IRCBot>
[git] 0 commits pushed to PlantRebellion/refs/heads/master
[13:55:29]
<IRCBot>
[git] 1 commits pushed to PlantRebellion/refs/heads/master
[13:55:29]
<IRCBot>
160eb49 4D617278 Clean up code
[14:15:27]
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<rpite>
#done
[15:10:07]
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<rpite>
#done
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<rpite>
#done
[15:14:53]
<rpite>
#done
[15:14:55]
<rpite>
#done
[15:16:06]
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<IRCBot>
This week's meeting recorder is: zellfaze\n# Pre-agenda
[15:18:06]
<rpite>
#done
[15:18:06]
<IRCBot>
# Last weeks agenda/todo
[15:18:08]
<rpite>
#done
[15:18:08]
<IRCBot>
## otso todo checkin
[15:18:10]
<rpite>
#done
[15:18:10]
<IRCBot>
## rpite todo checkin
[15:18:12]
<rpite>
#done
[15:18:12]
<IRCBot>
## zellfaze te todo checkin
[15:18:14]
<rpite>
#done
[15:18:14]
<IRCBot>
# Post-todo discussion
[15:18:16]
<rpite>
#done
[15:18:16]
<IRCBot>
## Todo all
[15:18:18]
<rpite>
#done
[15:18:18]
<IRCBot>
## Todo rpite
[15:18:20]
<rpite>
#done
[15:18:20]
<IRCBot>
## Todo otso
[15:18:22]
<rpite>
#done
[15:18:22]
<IRCBot>
## Todo zellfaze
[15:18:24]
<rpite>
#done
[15:18:24]
<IRCBot>
Meeting finished
[15:18:26]
<rpite>
#done
[15:18:28]
<rpite>
#done
[15:18:30]
<rpite>
#done
[15:18:32]
<rpite>
#done
[15:18:34]
<rpite>
#done
[15:18:36]
<rpite>
#done
[15:18:38]
<rpite>
#done
[15:21:04]
<IRCBot>
-e This week's meeting recorder is: otso\n# Pre-agenda
[15:22:04]
<IRCBot>
This week's meeting recorder is: otso
[15:22:04]
<IRCBot>
# Pre-agenda
[15:22:15]
<rpite>
#done
[15:22:15]
<IRCBot>
# Last weeks agenda/todo
[15:22:15]
<IRCBot>
# Last weeks agenda/todo
[15:22:17]
<rpite>
#done
[15:22:17]
<IRCBot>
## otso todo checkin
[15:22:17]
<IRCBot>
## otso todo checkin
[15:22:19]
<rpite>
#done
[15:22:19]
<IRCBot>
## rpite todo checkin
[15:22:19]
<IRCBot>
## rpite todo checkin
[15:22:21]
<rpite>
#done
[15:22:21]
<IRCBot>
## zellcheckin
[15:22:21]
<IRCBot>
## zellfaze todo checkin
[15:22:23]
<rpite>
#done
[15:22:23]
<IRCBot>
# Post-todo discussion
[15:22:23]
<IRCBot>
# Post-todo discussion
[15:22:25]
<rpite>
#done
[15:22:25]
<IRCBot>
## Todo all
[15:22:25]
<IRCBot>
## Todo all
[15:22:27]
<rpite>
#done
[15:22:27]
<IRCBot>
## Todo rpite
[15:22:27]
<IRCBot>
## Todo rpite
[15:22:43]
<rpite>
#done
[15:22:43]
<IRCBot>
## Todo otso
[15:22:43]
<IRCBot>
## Todo otso
[15:23:01]
<rpite>
#done
[15:23:02]
<IRCBot>
## Todo zellfaze
[15:23:02]
<IRCBot>
## Todo zellfaze
[15:23:03]
<rpite>
#done
[15:23:03]
<IRCBot>
Meeting finished
[15:23:03]
<IRCBot>
Meeting finished
[15:23:05]
<rpite>
#done
[15:23:12]
<IRCBot>
This week's meeting recorder is: zellfaze
[15:23:12]
<IRCBot>
# Pre-agenda
[15:23:15]
<rpite>
#done
[15:23:15]
<IRCBot>
# Last weeks agenda/todo
[15:23:17]
<rpite>
#done
[15:23:17]
<IRCBot>
## otso todo checkin
[15:23:19]
<rpite>
#done
[15:23:19]
<IRCBot>
## rpite todo checkin
[15:23:21]
<rpite>
#done
[15:23:21]
<IRCBot>
## zellfaze todo checkin
[15:23:23]
<rpite>
#done
[15:23:23]
<IRCBot>
# Post-todo discussion
[15:23:25]
<rpite>
#done
[15:23:25]
<IRCBot>
## Todo all
[15:23:27]
<rpite>
#done
[15:23:27]
<IRCBot>
## Todo rpite
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<rpite>
#done
[15:23:29]
<IRCBot>
## Todo otso
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<rpite>
#done
[15:23:31]
<IRCBot>
## Todo zellfaze
[15:23:33]
<rpite>
#done
[15:23:33]
<IRCBot>
Meeting finished
[15:23:35]
<rpite>
#done
[18:09:43]
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<otso>
Hey! So, One of the things I lost when I lost my partitions was the latest password in my password manager (the bug tracker)
[18:59:18]
<otso>
and I only send out that password encrypted against your keys, so I am pretty sure I can't decrypt it
[18:59:35]
<otso>
No rush, but would one of you mind sending that back when you get a chance
[19:10:41]
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<zellfaze>
I think rpite might have to do that one. I remember he had to send me the password, for some reason I never got the email. I didn't save the password.
[19:33:10]
<zellfaze>
Just logged in an immediately changed my password.
[19:45:45]
<rpite>
sent in matrix
[19:54:10]
<zellfaze>
I'll be here at for the meeting in a few. Gonna go have a smoke, calm down, and change thinking modes.
[20:02:50]
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[20:03:09]
<otso>
Thanks, IDK Why I hadn't changed the password yet. Will do so immediately
[20:05:18]
<otso>
By the way, random aside, but does anyone else find the control nodes kind of difficult to work with?
[20:05:29]
<rpite>
huh
[20:05:55]
<otso>
Like, the menu nodes like centering
[20:06:11]
<rpite>
aren't they supposed to be easier for ui
[20:06:51]
<otso>
I think so? But I feel like I almost need the documentation out every time I work with them
[20:06:58]
<otso>
Because the size is always overridedn
[20:07:44]
<otso>
It's not a huge problem, but sometimes I go in and move something around and it works perfectly, and others the nesting/autofill just don't work at all as I expect
[20:09:24]
<otso>
maybe it's just me XD
[20:10:05]
<otso>
maybe I'll just make a few simple UIs this week on my own to get the hang of it
[20:10:47]
<rpite>
cool
[20:10:51]
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<rpite>
yeah
[20:11:09]
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<zellfaze>
Here
[20:12:06]
<zellfaze>
Sorry guys
[20:12:33]
<zellfaze>
Control nodes are very different than everything else.
[20:12:40]
<zellfaze>
I think I sort of have the hang of them now.
[20:12:45]
<zellfaze>
The documentation is lacking.
[20:13:15]
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<zellfaze>
They are really cool though in a lot of ways. You don't size anything yourself. It's flexible.
[20:13:25]
<GitIRCBot>
testing
[20:13:34]
* zellfaze
saw the test
[20:13:39]
* otso
saw it too
[20:14:23]
<zellfaze>
I want to learn to make my own control nodes though.
[20:14:40]
<zellfaze>
I suspect that some of the UI stuff I have been working on would be much easier if I made a few control nodes of my own.
[20:15:03]
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<otso>
I think I am just used to doing things either manually by hand, or manually via code and for some reason positioning with the UI just hasn't clicked yet.
[20:16:16]
<otso>
I keep trying to make the sprites an exact size for example, then realizing I have to edit the parent node instead
[20:16:16]
<zellfaze>
Treat it like CSS based web layouts.
[20:16:41]
<zellfaze>
Divide it into boxes and fill those boxes with the appropriate nodes.
[20:17:13]
<zellfaze>
I usually use a MarginBox with a CenterBox to start. Then I will either add a Vbox or Hbox depending on the overall layout.
[20:17:48]
<otso>
That part makes sense actually
[20:17:56]
<zellfaze>
You only manually size the outer most box.
[20:18:09]
<otso>
it's once I'm four nodes in, and use a sprite that I want to be in a specific location that everything breaks.
[20:18:15]
<zellfaze>
Everything inside will change it's size every few frames, so you can't just resize stuff yourself.
[20:18:24]
<zellfaze>
You can't use sprites.
[20:18:30]
<zellfaze>
You have to use a TexturedRectangle
[20:18:41]
<zellfaze>
You should only have control nodes as children of control nodes.
[20:18:55]
<otso>
Yep, that makes sense.
[20:19:12]
<otso>
Oh wait, I'm using textured rects
[20:19:22]
<zellfaze>
Okay, lemme pull and take a look.
[20:19:46]
<GitIRCBot>
This week's meeting recorder is: zellfaze
[20:19:51]
<rpite>
what
[20:19:57]
<rpite>
it always picks zellfaze
[20:19:57]
<zellfaze>
I thought I did last week?
[20:20:04]
<otso>
I thought so too
[20:20:05]
<rpite>
I made it random
[20:20:05]
<zellfaze>
Lol
[20:20:11]
<GitIRCBot>
This week's meeting recorder is: zellfaze
[20:20:14]
<rpite>
what
[20:20:27]
<rpite>
oh
[20:20:34]
<zellfaze>
This bot has a clear bias. xD
[20:22:33]
<GitIRCBot>
This week's meeting recorder is: zellfaze
[20:22:37]
<rpite>
what?!
[20:22:38]
<otso>
I'll try again to get the UI working as I'd like, and if I have trouble I'll take specific notes
[20:22:47]
<GitIRCBot>
This week's meeting recorder is: zellfaze
[20:22:48]
<GitIRCBot>
This week's meeting recorder is: rpite
[20:22:51]
<zellfaze>
otso: Sounds good
[20:22:52]
<rpite>
oh there
[20:23:09]
<rpite>
I thought % 3 would be random?
[20:23:19]
<rpite>
seem's to favor zellfaze
[20:23:24]
<rpite>
seems
[20:23:27]
<zellfaze>
Might just have been unlucky.
[20:23:32]
<zellfaze>
Or lucky
[20:23:37]
<zellfaze>
Idk. I don't mind taking notes.
[20:23:44]
<otso>
Might be. Is random ideal rather than cyclic?
[20:23:54]
<rpite>
idk
[20:23:55]
<zellfaze>
I prefer cyclic personally.
[20:24:02]
<rpite>
you have to keep track for cyclic
[20:24:10]
<zellfaze>
Yeah I was just thinking that.
[20:24:10]
<rpite>
it could be done
[20:24:35]
<zellfaze>
Wait, maybe it could be done without tracking.
[20:24:42]
<zellfaze>
Can you get the week number somehow?
[20:24:50]
<rpite>
idk
[20:24:52]
<zellfaze>
You could % 3 that and get a number that changes every week sequentially.
[20:24:53]
<rpite>
we skip some meetings
[20:25:05]
<zellfaze>
Good point
[20:25:40]
<zellfaze>
Yeah maybe just a flat file with a number would work.
[20:26:26]
<zellfaze>
I mean it only has to be loaded and saved once a week, so no need to optimize it or anything.
[20:28:54]
<otso>
I feel like cyclic with occasional skipped weeks might still come out to being more even than random on a smaller timeframes. It would at least avoid instances where zellfaze takes notes three times in a row
[20:36:38]
<otso>
Ok, I think that it is starting to make more sense.
[20:37:29]
<zellfaze>
So who is taking note this week anyhow?
[20:37:37]
<otso>
I am kind of cheating still in options and using a sprite positioned manually and hackily but it saves having to include another type of phenotype just for the menu
[20:37:47]
<otso>
Good question.
[20:37:48]
* zellfaze
also just pushed a plot suggestion. Sorry for the delay on that.
[20:38:43]
* otso
just pushed an update for options which *correctly* places the example next to the options for the player
[20:38:51]
<otso>
before it was not aligned properly at all
[20:38:56]
<rpite>
I'll take notes
[20:39:10]
<zellfaze>
I haven't used viewports really, but you might be able to use a sprite in a control node with a viewport.
[20:39:26]
<zellfaze>
You could render it as it's own scene onto a viewport and put that viewport into a ViewportContainer node.
[20:40:13]
* otso
is writing that down
[20:41:12]
<zellfaze>
If you ever wanna make a split screen game, they seem to be your best friend.
[20:41:22]
<zellfaze>
Just on the note of viewports.
[20:41:59]
<otso>
That makes sense.
[20:42:15]
<otso>
Better than trying to handle all that in the same place
[20:43:47]
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<IRCBot>
This week's meeting recorder is: rpite
[20:44:27]
<otso>
Woohoo!
[20:46:39]
<otso>
So, should we start with last week's todos?
[20:47:09]
<rpite>
yeah
[20:47:22]
<otso>
Ok. I can go
[20:47:55]
<otso>
I was reading through spriteframe documentation thinking of setting up a separete scene for the player sprites
[20:48:01]
<otso>
Then I read a bit of class documentation
[20:48:10]
<otso>
And then I realized I was making it way to complicated
[20:48:48]
<otso>
So I wrote a script that contains the coordinates of each frame as a const array at the begininng, takes the path to the image and spits out the spriteframes
[20:49:12]
<otso>
after adding that, it took me all of 5 minutes this morning to add the squatting sprite
[20:49:52]
<otso>
and, I think that some of the alignment issues were caused by the way they were being imported
[20:50:07]
<otso>
because at least on my end, I never see the players skin when they are wearing clothes
[20:50:32]
<otso>
I also started on the inventory.
[20:50:57]
<otso>
I drew a new default item (watering can) which I haven't added yet, but I haven't done the 9patch yet
[20:51:11]
<zellfaze>
That is a much better default item.
[20:51:48]
<otso>
Thanks!
[20:52:06]
<otso>
I like seeds too so I want to also draw a bag of seeds that the player can carry
[20:52:36]
<otso>
I started to draw loose seeds, but it felt weird to think of throwing loose seeds in a bag.
[20:52:44]
<otso>
I may be overthinking it
[20:52:59]
<otso>
Then I also did a kind of basic plot overview
[20:53:39]
<otso>
oh, to test the squatting I just bound it to "q" so feel free to try it out
[20:54:48]
<otso>
but that is all
[20:56:08]
<zellfaze>
So I didn't get much done this week. There was an attempted fascist coup not far from my home.
[20:56:24]
<otso>
Yep.
[20:56:33]
<zellfaze>
I wrote up a plot idea idea, and I summarized our discussion from last week.
[20:56:46]
* zellfaze
didn't push the discussion, but can.
[20:57:46]
<zellfaze>
If after this ya'll want to pop onto a Jitsi call to try to hash out plot elements for a little bit, I'd be down.
[20:57:55]
<rpite>
cool
[20:58:11]
<zellfaze>
That's really all I have to share.
[20:58:22]
<zellfaze>
This week has been rough to watch.
[20:59:35]
<otso>
Yeah
[21:00:11]
<otso>
I am sorry you had to witness so close. It's been rough from here, and I'm nowhere near DC
[21:00:33]
<IRCBot>
## rpite todo checkin
[21:00:39]
<rpite>
hah
[21:00:58]
<rpite>
I didn't do much like zellfaze
[21:01:09]
<rpite>
I wrote this irc bot and wrote up a full plot
[21:01:42]
<rpite>
been writing c code
[21:01:54]
<rpite>
uh
[21:01:54]
<otso>
Ooh. What have you been writing in C?
[21:02:00]
<rpite>
assembler
[21:02:07]
<otso>
Sweet.
[21:02:22]
<otso>
Personal project, or something for school?
[21:02:22]
<rpite>
yeah after I think 2 minutes the bot will go to next topic
[21:02:27]
<rpite>
personal project
[21:02:40]
<rpite>
wait
[21:02:54]
<rpite>
it's not working
[21:03:16]
<IRCBot>
# Post-todo discussion
[21:03:20]
<rpite>
ok
[21:04:13]
<rpite>
https://meet.jit.si/SkiLiteraciesPlanIn
[21:04:41]
<rpite>
I'm going to change the bot so you can just message /done and it will go to next topioc
[21:05:06]
<otso>
Good idea
[21:09:01]
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<IRCBot>
# Todo
[21:13:02]
<IRCBot>
## All
[21:14:59]
<IRCBot>
## rpite
[21:22:49]
<IRCBot>
## Zellfaze
[23:12:17]
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<IRCBot>
This week's meeting recorder is: otso
[23:24:54]
<IRCBot>
This week's meeting recorder is: otso
[23:28:45]
<IRCBot>
This week's meeting recorder is: otso
[23:28:45]
<IRCBot>
# Pre-agenda
[23:28:45]
<IRCBot>
# Last weeks agenda/todo
[23:29:27]
<IRCBot>
This week's meeting recorder is: zellfaze
[23:29:27]
<IRCBot>
# Pre-agenda
[23:29:27]
<IRCBot>
# Last weeks agenda/todo
[23:29:35]
<rpite>
\/done
[23:29:37]
<IRCBot>
## Otso todo checkin
[23:30:45]
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<IRCBot>
This week's meeting recorder is: rpite
[23:30:55]
<IRCBot>
# Pre-agenda
[23:31:00]
<rpite>
#done
[23:31:35]
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<IRCBot>
This week's meeting recorder is: otso
[23:31:45]
<IRCBot>
# Pre-agenda
[23:31:45]
<IRCBot>
# Last weeks agenda/todo
[23:31:50]
<rpite>
#done
[23:31:55]
<IRCBot>
## Otso todo checkin
[23:31:58]
<rpite>
#done
[23:32:05]
<IRCBot>
## rpite todo checkin
[23:32:06]
<rpite>
#done
[23:32:15]
<IRCBot>
## Zellfaze todo checkin
[23:32:16]
<rpite>
#done
[23:32:24]
<IRCBot>
# Post-todo discussion
[23:32:26]
<rpite>
#done
[23:32:34]
<IRCBot>
# Todo
[23:32:38]
<rpite>
#done
[23:32:44]
<IRCBot>
## All
[23:33:27]
<rpite>
#done
[23:33:33]
<IRCBot>
## rpite
[23:33:35]
<rpite>
#done
[23:33:43]
<IRCBot>
## Otso
[23:33:44]
<rpite>
#done
[23:34:02]
<rpite>
#done
[23:35:48]
<IRCBot>
This week's meeting recorder is: zellfaze
[23:35:48]
<IRCBot>
# Pre-agenda
[23:35:48]
<IRCBot>
# Last weeks agenda/todo
[23:35:48]
<IRCBot>
## Otso todo checkin
[23:35:54]
<rpite>
#done
[23:36:20]
<rpite>
#done
[23:36:29]
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<IRCBot>
This week's meeting recorder is: otso
[23:39:42]
<IRCBot>
# Pre-agenda
[23:39:47]
<rpite>
#done
[23:41:20]
<IRCBot>
This week's meeting recorder is: zellfaze
[23:41:20]
<IRCBot>
# Pre-agenda
[23:41:49]
<IRCBot>
This week's meeting recorder is: rpite
[23:41:49]
<IRCBot>
# Pre-agenda
[23:41:49]
<IRCBot>
# Last weeks agenda/todo
[23:42:14]
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<IRCBot>
This week's meeting recorder is: otso
[23:42:30]
<IRCBot>
# Pre-agenda
[23:42:30]
<IRCBot>
# Last weeks agenda/todo
[23:43:23]
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<IRCBot>
This week's meeting recorder is: zellfaze
[23:43:37]
<IRCBot>
# Pre-agenda
[23:43:42]
<rpite>
#done
[23:44:19]
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<IRCBot>
This week's meeting recorder is: rpite
[23:44:36]
<IRCBot>
# Pre-agenda
[23:44:36]
<IRCBot>
# Last weeks agenda/todo
[23:45:05]
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2021-01-09.logJump to top

[00:03:15]
<rpite>
hello
[00:03:20]
<zellfaze>
Hello
[00:05:02]
<zellfaze>
Let's wait a little bit for Otso. See if he ended up being busy or not.
[00:05:06]
<rpite>
ok
[00:05:08]
<otso>
Hello, Sorry
[00:05:21]
<otso>
I am here but it looks like my family is expecting me to go tonight
[00:05:27]
<zellfaze>
No worries.
[00:05:32]
<otso>
I did post a plot just now
[00:05:39]
<zellfaze>
Do we wanna try again tomorrow?
[00:05:40]
<zellfaze>
Oh good!
[00:05:45]
<otso>
It
[00:05:48]
<otso>
is up to you
[00:06:03]
<otso>
if you do meet, you can take my ideas from the plot I posted into consideration but nothing is final
[00:06:06]
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<rpite>
ok
[00:06:53]
<rpite>
I guess the meeting is on Sunday?
[00:07:01]
<rpite>
not much point in meeting one day before
[00:07:30]
<zellfaze>
I guess that is fair.
[00:08:31]
<rpite>
unless you want to talk about it now
[00:08:36]
<rpite>
I also wrote a plot
[00:08:53]
<zellfaze>
No let's wait for us all to be together.
[00:08:58]
<rpite>
ok
[00:09:09]
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<otso>
Hey, sunday works for me. Thanks! Sorry for the change of plans
[03:41:51]
<rpite>
np
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<otso>
Hey all, I messaged on the matrix room about it but I found out my brother (who has been in michigan) will be heading home tomorrow
[23:07:01]
<otso>
I was wondering if we could postpone the meeting so we can meet with him tonight
[23:07:38]
<otso>
Also, as a brief checkin: I added a proof of concept to the player sprites
[23:07:59]
<otso>
In the end, i decided the easiest way was to just write a script that modified the existing spriteframe
[23:08:06]
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<otso>
making a new class or resource sounded cool, but in the end I decided I should just follow KISS
[23:08:56]
<otso>
And I plan to have a rough script written by six either way
[23:15:14]
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<zellfaze>
Hey please see Matrix.
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* zellfaze
will be here shortly.
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rpite (~rpite@37.228.94.219)
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<rpite>
oops
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<otso>
oops?
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<rpite>
it says zellfazezellfaze
[20:01:17]
<rpite>
it only appends and doesn't change the original name
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<otso>
Ah. All looks normal on my irssi
[20:01:57]
<rpite>
for the topic
[20:03:27]
<otso>
Ah. I see now
[20:03:46]
<otso>
lol, that works though
[20:05:44]
<zellfaze>
Here
[20:06:15]
<zellfaze>
Oh that is funny.
[20:09:56]
<otso>
How was everyone
[20:10:04]
<otso>
's week
[20:10:25]
<zellfaze>
I spent most of it diagnosing issues with docker containers.
[20:11:13]
<zellfaze>
Finally figured out last night at around 4:00 that the problem is Debian 10 ships with AppArmor by default now and the docker-default policy is too restrictive for my needs. So I get to learn AppArmor now. xD
[20:12:34]
<otso>
Oh, interesting. Fun when an update breaks things without warning
[20:13:26]
<zellfaze>
Yeah, could just turn it off, but after reading about what AppArmor does, that seems like a bad idea. It's like SELinux if you are familiar with that.
[20:13:42]
<zellfaze>
But anyhow, that has been my week outside of co-op stuff basically.
[20:13:50]
<otso>
I am somewhat familiiar with it.
[20:13:56]
<zellfaze>
rpite and I had a good coding session Thursday. Got a little bit done.
[20:14:02]
<otso>
Maybe I will read about app armor and SELinux a bit tonight
[20:14:07]
<otso>
That's good!
[20:15:05]
<otso>
I got less done than I had intended, and for a very dumb reason. I was writing an sd card too late last night, and apparently forgot to double check which drive was which after a reboot
[20:15:26]
<otso>
So, didn't notice until a kernel panic this morning but my drive won't decrypt
[20:15:42]
<zellfaze>
Oh no! I hope you have your keys backed up elsewhere too!
[20:15:45]
<otso>
At least I pushed the rest of the sprites for squatting, but I lost the rest of the week.
[20:15:52]
<otso>
Keys are backed up, most work is
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<otso>
just not the very latest stuff
[20:16:22]
<otso>
but, i am happy to talk about what I was doing and will redo during the todo section... lol
[20:16:39]
<zellfaze>
Sure.
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<otso>
"Don't root tired" should basically be my motto at this point
[20:16:57]
<zellfaze>
It's good advice. Also don't root drunk or high.
[20:17:16]
<otso>
Yep. I've done that before too lol.
[20:17:35]
<rpite>
I think I have a fix for the irc topic
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ZNC (~ZNC@46.23.92.151) (ZNC 1.7.5 - https://znc.in)
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*** Joins:
ZNC (~ZNC@46.23.92.151)
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*** Server
sets mode: +PH 20:7
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<rpite>
sorry, I should've warned about that
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*** Joins:
zellfaze (~zellfaze@94.198.42.244)
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<zellfaze>
Yeah probably. lol
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<zellfaze>
It's alright.
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<zellfaze>
Looks like the topic is fixed.
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<zellfaze>
I've never used ZNC, but can we make that user say things curious?
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zellfaze_ (~zellfaze@94.198.42.244)
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otso (~u0_a165@174-084-160-009.res.spectrum.com)
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<zellfaze>
I used to use eggdrop back in the mid-00s.
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otso (~u0_a165@174-084-160-009.res.spectrum.com) ("leaving")
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<rpite>
I don't think so, but you could probably create an irc bot
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*** Joins:
otso (~otso@174-084-160-009.res.spectrum.com)
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<otso>
Sorry, lost connection for a second.
[20:26:44]
<otso>
I read about eggdrop too.
[20:26:46]
<zellfaze>
Might file a low-priority bug about it.
[20:27:04]
<zellfaze>
It would be neat to have an eggdrop that posts a message anytime there is a commit.
[20:27:13]
<otso>
I think I just went with znc because it was available in repos so less work upfront, but no reason other than that
[20:27:21]
<otso>
Ooh, that would be cool
[20:28:41]
<zellfaze>
Yeah, lemme do that then. That way it can be on the todo list to do eventually.
[20:28:48]
<zellfaze>
Not a must-have by any means though.
[20:28:52]
<otso>
Good idea
[20:31:49]
<zellfaze>
Filed as #17
[20:33:24]
<zellfaze>
otso I think you were getting ready to speak before the server restart.
[20:33:37]
<otso>
Oh, sure
[20:34:40]
<otso>
So, I was importing the squatting sprites this week and I realized that going through each sprite and importing them was not very efficient.
[20:34:54]
<otso>
Because the images are all the same layout, and the sprites in the same locations
[20:35:16]
<otso>
So, especially when I add more motions I was spending more time just selecting images than it took to draw them
[20:35:37]
<otso>
So, I found the documentation for spriteframes and was making yet another abstraction for those
[20:35:52]
<otso>
exported the image as a variable, then made it from that
[20:36:05]
<otso>
But, I didn
[20:36:32]
<otso>
't get too far past exporting the image variable when the computer crashed this morning
[20:36:50]
<zellfaze>
It makes sense to me to make an abrastraction on it.
[20:37:05]
<otso>
Sweet
[20:37:18]
<zellfaze>
You have a bunch of things that are basically the same format. Seems a prime target for making into its own class.
[20:37:33]
<otso>
^that
[20:37:46]
<otso>
s a good idea. I was just going to make a scene, but a class makes far more sense
[20:38:13]
<zellfaze>
You could make your own resource type if needed.
[20:38:32]
* zellfaze
isn't sure they entirely understand the problem having not messed with spriteframes though.
[20:39:24]
<otso>
Ok. I will add "read class documentation" and "read spriteframes documentation" to my todo before I start work on that again
[20:40:38]
<zellfaze>
Another option might be a spriteframe factory. Idk.
[20:40:45]
<otso>
This morning I was also hoping to draw the 9patch for inventory because it actually looked pretty fun but trying and failing to recover my drive ate my morning
[20:40:49]
<zellfaze>
I'm confident you will find the correct solution.
[20:41:09]
<otso>
A factory? I'm sorry I don't think I know that ter
[20:41:13]
<otso>
term
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<zellfaze>
Its a class that's job is to make objects of another class.
[20:41:34]
<zellfaze>
Usually has static methods.
[20:41:45]
<otso>
Oh, I see it
[20:41:58]
<zellfaze>
So like CarFactory:make_car(args) -> Car
[20:42:19]
<otso>
Actually, my first thought was something similar, but I decided against it for the sake of extendability
[20:42:40]
<otso>
Like, when I add more sprites for jumping for example
[20:43:04]
<otso>
It makes sense to just extend the base "character sub-sprite"
[20:43:13]
<otso>
than to extend the factory and remake
[20:43:24]
<otso>
Does my logic check out there?
[20:43:43]
<zellfaze>
Yeah I think so.
[20:45:04]
<otso>
Ok. Thanks
[20:46:58]
<zellfaze>
rpite: https://git.classlessgames.com/PlantRebellion/commit/?id=5cd29038d81c663bb0d71b5a26f8f32181ee292b What's the context behind this commit.
[20:47:11]
<zellfaze>
I'm trying to figure out what it does.
[20:47:35]
<rpite>
that shouldn't have been committed
[20:47:52]
<rpite>
oh
[20:48:08]
<rpite>
that was originally so you could see the code that didn't work
[20:48:10]
<zellfaze>
Okay. I am happy to ignore it then. :) I just saw my name and figured I'd probably want to look at it.
[20:48:14]
<zellfaze>
Ah.
[20:48:32]
<rpite>
I need to fix that asap
[20:51:25]
<zellfaze>
I added some bugs to the bugtracker. (I'm sure I will add a lot more)
[20:52:07]
<zellfaze>
I fixed the floatiness of the cursor by creating an update_cursor() method that the player can call after movement. The method just forces the cursor back to a valid position.
[20:52:50]
<zellfaze>
I also added a new scene named InvisibleInteractable. It exports a value named Text.
[20:53:07]
<zellfaze>
When it is clicked on, it pops up a TextDialog that display its Text.
[20:53:25]
<zellfaze>
I used one to tell the player that the house door is locked.
[20:53:55]
<zellfaze>
Should probably add some sort of check that the player is nearby as well. You can interact with it as long as it is on screen currently.
[20:55:49]
<otso>
I like that a lot. The door can finally do something!
[20:56:39]
<zellfaze>
Filed #18: InvisibleInteractable is intreractable from far away
[20:58:01]
<zellfaze>
rpite brought up on Thursday that we should discuss plot sometime.
[20:58:18]
<rpite>
I wrote a plot but it's not complete
[20:58:22]
<zellfaze>
Perhaps we should all write down some ideas and get together?
[20:58:34]
<otso>
That makes sense to me
[20:59:05]
<zellfaze>
Is everyone going to be available Thursday?
[20:59:15]
<zellfaze>
We could discuss plot at that meeting.
[20:59:34]
<rpite>
yes
[20:59:42]
<zellfaze>
The Jitsi call might make it a bit easier too, at least to have a solid discussion.
[21:00:09]
<otso>
Yes! Sorry I have missed the past couple of meetings
[21:01:11]
<zellfaze>
No worries man. Life comes up. This isn't some monolithic corporation, so as long as we are all dedicated, I think we'll be alright. :)
[21:01:43]
<otso>
Thanks.
[21:01:53]
<zellfaze>
Alright. I'll add to the todo to get some plot outlines by Thursday.
[21:02:03]
<zellfaze>
That way we can all come prepared with some basic ideas.
[21:02:24]
<rpite>
I have a plot currently, maybe you could add some ideas?
[21:02:59]
<otso>
Where is your plot by the way rpite?
[21:03:25]
<otso>
was it in the PlantRebellion tree somewhere?
[21:03:36]
<rpite>
it's called plot
[21:04:18]
<rpite>
not sure how to describe the location
[21:04:23]
<rpite>
base directory of git repo
[21:04:44]
<otso>
ok. cloning that now. I am between systems now, so I hadn't cloned the repo yet
[21:04:48]
<otso>
I am just on a live usb right now
[21:04:52]
<rpite>
oh
[21:05:15]
<zellfaze>
res://plot in Godot terms
[21:06:16]
<otso>
Ok. I see it
[21:10:06]
<zellfaze>
Much more sci-fi and a lot less community gardeny than what I was thinking personally, but I am happy to discuss.
[21:11:04]
<zellfaze>
Though maybe sci-fi is a direction we want to go? I would much prefer a story of community empowerment and lifting each other up to one of fighting to continue to exploit a species that doesn't want to be exploited.
[21:11:47]
<otso>
I had a similar thought. I am not sure how we'd reconcile those ideas with the community aspect
[21:12:15]
<otso>
But, maybe there would be a way to incorporate some sci-fi ideas into that theme
[21:12:21]
<otso>
*theme
[21:12:41]
<zellfaze>
I was thinking something along the lines of starting a small garden to feed your neighbor and then building it up from there by recruiting other people in the neighborhood who would then unlock new tools, plants, and materials.
[21:13:21]
<zellfaze>
Maybe end-game you could have a food crisis and your community garden saves the day or something?
[21:14:15]
<otso>
I was leaning more in that direction too.
[21:14:57]
<zellfaze>
Could be made scifi?
[21:15:34]
<otso>
We could put the garden on a space station. That's pretty sci-fi
[21:15:45]
<zellfaze>
The backdrop of it all could maybe a livestock revolt, causing many more people to realize the value in local gardens.
[21:15:50]
<zellfaze>
That would be pretty scifi. lol
[21:16:12]
<zellfaze>
Livestock revolt angle still allows for the backdrop to have Armutus.
[21:16:25]
<zellfaze>
While allowing the player and their garden to be part of the solution and not the problem
[21:17:06]
<zellfaze>
Plus it pushes the vegan angle, and I am all about that. xD
[21:17:09]
<otso>
Yeah. I think that any plot is fine as long as the main idea is that the players are on the side of the opressed rather than the opressor
[21:18:08]
<rpite>
I haven't given any role to the farmer yet
[21:18:10]
<zellfaze>
My first thought after reading the draft was, "Is this a metaphor for animal agriculture, because if it is, lets just make that the bad thing."
[21:18:27]
<rpite>
No, it's about the hierarchy of man over nature
[21:18:41]
<zellfaze>
Ah
[21:18:42]
<rpite>
the title of the game is plant rebellion
[21:19:06]
<zellfaze>
I saw the title more of a "We are using plants as a statement and act of rebellion" not "the plants are rebelling"
[21:19:13]
<rpite>
oh
[21:19:14]
<zellfaze>
I do like the hierachy of man over nature angle though.
[21:19:41]
<rpite>
I always thought the way to prevent the exploitation of nature was by empowering nature itself
[21:19:58]
<otso>
Kind of out of context, but rpite, have you seen nausicaa of the valley of the wind?
[21:20:07]
<zellfaze>
^^ Good movie
[21:20:17]
<rpite>
no, I'm looking it up
[21:20:41]
<zellfaze>
I mean we have to eat. I don't want us to fight our food.
[21:20:50]
<zellfaze>
We could lean more into permaculture?
[21:21:01]
<otso>
I like that idea
[21:21:04]
<zellfaze>
That seems more empowering to nature. Building ecosystems instead of monoculture farming.
[21:21:48]
<zellfaze>
Plus its an excuse to have cute animal sprites in the game, while not using them for exploitative purposes.
[21:22:03]
<zellfaze>
Like you build a nice ecosystem with plants and as a reward butterflies and foxes move in or something.
[21:22:11]
<otso>
And, this all being said, after this game, i'd definitely be down to try a more actiony game. Maybe a side-scroller/metroidlike where you fight for nature against opressors or something
[21:22:22]
<zellfaze>
Agreed
[21:22:28]
<otso>
But, permaculture would definitely be fun
[21:22:35]
<otso>
I always kind of missed that in stardew valley.
[21:23:00]
<otso>
Like, the bees and animals should do something, rather than just extracting value from them
[21:23:42]
<zellfaze>
I would love for us to take the opposite approach. Where they do do something and you don't extract value from them.
[21:24:18]
<otso>
Exactly! I didn't farm much in stardew valley actually because you just got money for it. There was barely value to eating it
[21:24:20]
<zellfaze>
I mean you do sort of probably (I mean we could probably make the animals have an impact mechanically), but that isn't the point of them being there.
[21:24:57]
<otso>
But if I could have made the garden better by like planting pollinator gardens, or using compost I would have put a lot more time into that aspect
[21:25:15]
<otso>
You could even have some metric of your garden's sustainability
[21:25:31]
<zellfaze>
And for food, I'd love to see you have to learn what foods people in the neighborhood like and maybe then tailoring your garden to those preferences to curry favor with them.
[21:25:38]
<otso>
Like, the more self-sufficient you make it the longer you can leave it without plants dying
[21:25:43]
<zellfaze>
Exactly!
[21:26:17]
<otso>
Ok, maybe like you said this would be better to write down so we don't lose it all then discuss it all in person
[21:27:32]
<zellfaze>
Yeah.
[21:28:05]
<zellfaze>
Thank you for bringing up the topic of plot rpite. It is definitely something we all need to discuss.
[21:28:23]
<otso>
What I do like about it is that it is different enough to not be like stardew valley
[21:28:52]
<otso>
I had some concerns our plot would end up being too much like stardew valley and not be very interesting
[21:29:22]
<otso>
but now I'm definitely thinking that a good compromise is nothing like "bored of job so decided to farm for money"
[21:29:29]
<zellfaze>
Yeah. I'm not trying to make Stardew, but FOSS. I want to see us make Stardew, but socialist and revolutionary (in a dual power sort of way)
[21:30:14]
<zellfaze>
I think our plot will be sufficiently different yeah. xD
[21:31:00]
<zellfaze>
The compromise between community garden in the inner city and literal plant rebellion does not land anywhere close to "quick my job to run a commercial farm"
[21:31:20]
<otso>
Hahaha. Not at all.
[21:32:23]
<otso>
Thank you rpite for bringing up plot. It makes sense to all be on the same page going forward
[21:32:52]
<rpite>
np
[21:33:02]
<rpite>
I think we need plot before game so we can design properly
[21:33:09]
<zellfaze>
Absolutely.
[21:33:13]
<otso>
yeah, taht
[21:33:15]
<zellfaze>
At least the broad strokes of it.
[21:33:19]
<otso>
that's a very good point
[21:34:14]
<zellfaze>
I don't have to know the entire backstory of Dave the carepenter down the street or Amy the lab tech at MegaCorp, but it would be good to know where the player is going to start their journey, and where they will end up.
[21:35:10]
<otso>
Yep. Otherwise I guess we just keep developing more and more specific mechanics for gardening, but never get anywhere with it
[21:37:30]
<rpite>
https://en.wikipedia.org/wiki/Gaia_philosophy
[21:38:57]
<zellfaze>
I have wondered on this topic before. Neat to see it has a name.
[21:40:23]
<otso>
Interesting.
[21:41:09]
<otso>
So, if I'm understanding it correctly it's like meta evolutionary fitness?
[21:41:43]
<rpite>
it's the idea that the earth is conscious/organism
[21:41:54]
<zellfaze>
^^
[21:42:02]
<zellfaze>
We are but her cells.
[21:42:50]
<otso>
Ah. Interesting
[21:43:35]
<zellfaze>
rpite I don't have your checkin written in the minutes, what'd you accomplish this week that you'd like to see noted?
[21:44:31]
<rpite>
I just fixed some bugs and added documentation/remove redundant code
[21:45:01]
<zellfaze>
Excellent. Noted.
[21:47:46]
<zellfaze>
I wonder if we could work in some gaia elements.
[21:48:59]
<zellfaze>
If we are going to keep our current ecosystems alive we are going to have to be building large carbon sinks (in the form of forests and the like).
[21:49:16]
<otso>
I need to read more about it before I add anything myself, but it is interesting.
[21:49:25]
<zellfaze>
So maybe the gardening project can have a dual purpose? More than just empowering your community, you are healing the earth.
[21:49:29]
<rpite>
ecosystem engineer
[21:49:35]
<otso>
That's true
[21:49:36]
<rpite>
ecomedic
[21:49:39]
<otso>
Interesting.
[21:49:53]
<zellfaze>
Like an onion, could have layers
[21:50:00]
<zellfaze>
On a surface level its just feeding people.
[21:50:18]
<zellfaze>
Peel it back a little more and its a revolutionary activity that disrupts power structures
[21:50:37]
<zellfaze>
Peel it back a little more and it's also actually an ecomedic project to heal the earth
[21:51:57]
<zellfaze>
The game itself could be like that too. On the surface its just a fun game, peel it back a little bit and you realize it's themes are advicing you to take certain actions, peel it back a little more and you see that it's authors are trying to provide a model themselves for how to do this.
[21:53:10]
<zellfaze>
I mean, as long as the games themes are consistent with our values that later one will be true.
[21:53:21]
<otso>
True
[21:53:39]
<otso>
This is interesting. I like it.
[21:54:37]
<rpite>
could we grow plants in a way so that collectively they could be intelligent?
[21:55:30]
<zellfaze>
I want to say yes, but I also want to say no.
[21:55:40]
<zellfaze>
I think we'd have to be very careful in order to stay vegan.
[21:56:44]
<zellfaze>
If we do it in a way that allows us to not exploit a sentient species then I am down.
[21:56:50]
<rpite>
right
[21:56:59]
<otso>
Interesting. In what way would the plants become intelligent?
[21:57:03]
<rpite>
I looked at this
[21:57:21]
<otso>
Like, your character talks to them?
[21:57:28]
<rpite>
because there is a joke about how if plants are intelligent vegans can't eat anything
[21:57:36]
<zellfaze>
Well certainly I don't want the tomatoes talking, but if gaia could intervene, almost as a god, but using plants as an avatar? Idk maybe could work.
[21:57:47]
<zellfaze>
rpite: That is my life.
[21:57:59]
<zellfaze>
I'm so glad plants are not sentient.
[21:58:05]
<rpite>
and I found out that some people only eat fruits
[21:58:09]
<rpite>
lol
[21:58:18]
<zellfaze>
Fruititarianism is not healthy.
[21:58:42]
<rpite>
but I think parts of plants can be consumed without killing them?
[21:59:21]
<zellfaze>
Some plants yeah.
[21:59:45]
<zellfaze>
I think I like the idea of Gaia acting in the world, as long as the plants are more akin to cells.
[21:59:56]
<rpite>
ok
[21:59:58]
<zellfaze>
That way there is still no ethical problem with their consumption.
[22:00:03]
<rpite>
yeah, sure
[22:01:03]
<zellfaze>
I like the idea of setting it in 2038. It lets us play around with the future a little bit, but not too much.
[22:01:08]
<rpite>
hah
[22:01:17]
<rpite>
that is when unix timestamp overflows
[22:01:32]
<zellfaze>
Y2K all over again.
[22:01:51]
<otso>
OpenBSD has already switched to 64 bit time
[22:01:56]
<otso>
I wonder if linux has yet
[22:02:50]
<zellfaze>
"Linux originally used a 64-bit time_t for 64-bit architectures only; the pure 32-bit ABI was not changed due to backward compatibility.[17] Starting with version 5.6, 64-bit time_t is supported on 32-bit architectures, too. This was done primarily for the sake of embedded Linux systems.[18]"
[22:03:11]
<otso>
Neat!
[22:03:21]
<rpite>
should we have antagonists
[22:03:29]
<rpite>
and who should they be
[22:04:04]
<zellfaze>
If we do they should be of an antagonistic class (capital, land, finance, imperialism)
[22:04:41]
<zellfaze>
And their defeat should come through the collective work of the garden.
[22:06:18]
<zellfaze>
Antagonist could just also be the system itself. Either the capitalist system (spend much of the game helping those who it has stepped on) or perhaps animal agriculture (maybe Armutus is a collective of rebelling cows and we are supporting them somehow)
[22:06:49]
<otso>
I like the idea of the nebulous system
[22:07:06]
<otso>
Have either of you player motherload?
[22:07:11]
<otso>
It was an old flash game
[22:07:13]
<zellfaze>
The flash game?
[22:07:16]
<otso>
Yeah
[22:07:19]
<zellfaze>
Yeah, I loved the shit out of that game.
[22:07:25]
<otso>
Remember how the enemy was like an evil silouette?
[22:07:27]
<zellfaze>
Oh wow. That did have some anti-capitalist themes.
[22:07:43]
<zellfaze>
He was Satan and the CEO of the Marscorp.
[22:07:43]
<otso>
Maybe we help people who are hurt by an evil capitalist sillouette
[22:07:58]
<zellfaze>
You got to fight him in hell if you dug far enough down.
[22:08:02]
<otso>
Lol. Wow, I hadn't even thought of that
[22:08:20]
<otso>
I remember the satan thing, but your right. He was also your boss
[22:08:49]
<otso>
But like, they could come to you and describe how he bought the building they were living in and raised the rent
[22:09:12]
<otso>
And like, you defeat the "enemy" by just helping all the people it exploits
[22:09:37]
<zellfaze>
Early game: Dave made rent this month because we provided him with food so he saved on his grocery bill.
[22:09:57]
<zellfaze>
Late game: We blockaded Dave's street and the garden has liberated Dave of his landlord.
[22:10:29]
<otso>
Hell yeah! You can even convince people who were originally antagonistic to join the struggle by providing them with food and community
[22:11:13]
<otso>
Like, you only can save dave's street with the help of the XYZ people who you also convinced of socialism
[22:12:25]
<zellfaze>
You needed to have involved in the garden, the carpenter on the corner, the lumberjack 3 doors down, and the guy who picks locks that Amy is married to.
[22:12:39]
<otso>
Lol.
[22:12:40]
<otso>
Love it
[22:13:28]
<zellfaze>
I prefer the idea of convincing people to join the garden a lot more than the Stardew Valley heart system.
[22:14:04]
<zellfaze>
Instead of just having some cool cutscene that plays out, the NPC provides material benefits to your cause.
[22:14:40]
<zellfaze>
Sometimes in plot-relevent ways that are not immediately obvious on the first playthrough.
[22:14:49]
<otso>
True. And instead of random things in the mail, or paying for improvements each new member adds something
[22:15:01]
<zellfaze>
Exactly!
[22:15:01]
<otso>
like, maybe sometimes it's small
[22:15:18]
<zellfaze>
If money can be kept out of the equation in general I'll be happiestt
[22:15:31]
<zellfaze>
BUt sometimes it's not small.
[22:15:34]
<otso>
I agree
[22:15:42]
<zellfaze>
And sometimes the small might turn out to be big.
[22:15:44]
<otso>
Like, maybe the bees aren't an option at first
[22:15:51]
<otso>
Or whatever
[22:15:58]
<otso>
but you convince people of different professions too
[22:16:29]
<zellfaze>
There was a brick-layer in town and he built our beds.
[22:16:46]
<otso>
true. Or someone teaches you how to do vermacompost
[22:16:54]
<otso>
and like, unlocks a new feature
[22:17:03]
<zellfaze>
Yeah
[22:17:14]
<otso>
or like, instead of watching TV for recipes, each person can come with a favorite recipe that they teach you
[22:17:45]
<zellfaze>
NPCs convinced to join could: unlock new features, provide a one off key item, provide materials on a regular basis, actually help with the labor of watering and harvesting
[22:17:50]
<zellfaze>
Oh I love that!
[22:18:18]
<zellfaze>
Getting to know someone's favorite recipe could be a whole thing, and making it and giving it to them would be a generous gift.
[22:19:24]
<otso>
Speaking of money, not a must but maybe something to consider is that money should be an aspect at first
[22:19:35]
<otso>
Like, you need to pay for a lot and it's really tedious
[22:19:39]
<otso>
like, make it hard
[22:19:50]
<zellfaze>
Oh and then as the garden grows you rely less and less on the system.
[22:19:56]
<zellfaze>
And more and more on your community.
[22:19:59]
<otso>
but, make it like way more rewarding to help people around you
[22:20:01]
<otso>
yeah.
[22:20:02]
<zellfaze>
So money vanishes by the end of the game
[22:20:16]
<otso>
Yeah. And so you can use money, but it's way less rewarding
[22:20:42]
<otso>
To really illustrate the difference
[22:20:49]
<zellfaze>
You could get those brick beds anytime, but it'd cost $500. If you convince Susan, the brick-layer, to join the garden though, she'll make as many as you guys need for free.
[22:21:01]
<otso>
Yeah!
[22:21:52]
<zellfaze>
Each NPC should probably get some backstory and a loop, just like in Stardew.
[22:22:10]
<otso>
Yeah! and maybe it also means leaving the garden and walking to the brick shop which should be boring too
[22:22:15]
<zellfaze>
The loop could be changed depending on their garden membership status and other stuff.
[22:22:17]
<otso>
I agree.
[22:22:59]
<otso>
Maybe the people should be mean and grumpy often.
[22:23:10]
<otso>
So that convincing them to join the garden improved them too.
[22:23:22]
<zellfaze>
That could definitely work for several characters.
[22:23:31]
<zellfaze>
A few could also just have literally zero interest at first.
[22:23:50]
<zellfaze>
And only start to become interested after their neighbors or friends join. Like won't even give you the time of day until then.
[22:24:18]
<otso>
true!
[22:24:23]
<zellfaze>
"Who are you and why are you knocking on my door. No I don't want Jesus. Go away. *slams door*"
[22:24:48]
<zellfaze>
After his best friend is recruited: "Hey you're the guy from the garden aren't you?"
[22:25:18]
<otso>
Lol.
[22:25:23]
<otso>
I like it
[22:27:07]
<zellfaze>
I think I'm going to go have another smoke if ya'll don't mind. I don't know if we should wrap this up for now until Thursday, or if we should continue after I get back (or if I should just wait to smoke)
[22:27:52]
<zellfaze>
I can add to my todo to summarize this discussion that we just had so that it can be presented on Thursday. (Along with anything the three of us write up in the mean time)
[22:28:30]
<otso>
Ok. I'll probably go too. I am going to go get my system back up and running
[22:28:52]
<otso>
thanks both of you! this was a prodctive meeting
[22:28:57]
<rpite>
np
[22:29:09]
<zellfaze>
Yes thank you both too!
[22:29:21]
<zellfaze>
Alright. I'll see ya'll Thursday.
[22:29:25]
<rpite>
cya
[22:29:31]
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2021-01-02.logJump to top

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2021-01-01.logJump to top

[00:10:09]
<rpite>
meeting link is on matrix
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*** Server
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2020-12-31.logJump to top

[19:10:17]
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[19:11:17]
<otso>
Hey Rpite, I saw the changes you made to Phenotype! It looks pretty good. It's definitely cleaner now. So you know, I will change one thing because Face being a child of Body meant that it inherited the color which I'd like
[19:11:36]
<otso>
But, maybe I'll keep the setup you have now and just add a small exception
[19:12:36]
<otso>
Thankts!
[19:12:39]
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<zellfaze>
Will be available shortly.
[23:56:02]
<rpite>
cool

2020-12-30.logJump to top

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<zellfaze>
Thank you!
[22:44:27]
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2020-12-29.logJump to top

[07:47:05]
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[07:47:24]
<otso>
Hey all, sorry for not getting this done earlier, but I spent most of the day with an awful headache.
[07:47:31]
<otso>
Howver, mantis is running now!
[07:47:39]
<otso>
at bugs.classlessgames.com
[07:48:17]
<otso>
and tomorrow morning, i'll finish setting up users. It needs to send out emails to reset passwords apparently, but hopefully that won't be too hard
[07:48:20]
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2020-12-28.logJump to top

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2020-12-27.logJump to top

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[19:50:55]
<zellfaze>
I
[19:51:00]
<zellfaze>
'll be here at 14:00
[19:51:34]
<zellfaze>
Just in case I am a couple minutes late. Gonna have a quick smoke.
[19:57:21]
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[20:05:42]
<otso>
Shouldn't be any issues with it, but FYI, I renewed the site certificate
[20:05:43]
<zellfaze>
I'm back
[20:05:53]
<otso>
Hello! hope your smoke was pleasant
[20:05:55]
<zellfaze>
Oh cool, I noticed it was expired this morning
[20:06:04]
<zellfaze>
Was going to bring it u
[20:06:05]
<zellfaze>
p
[20:06:27]
<otso>
I'll set up a cron job for it so hopefully it doesn't expire again noticably.
[20:06:34]
<zellfaze>
Excellent!
[20:07:49]
<otso>
I hope if y'all celebrate holidays that they are pleasant, and if you don't, then I hope whatever else you are doing is pleasant
[20:08:11]
<otso>
By the way, is it my week to take minutes?
[20:08:16]
<rpite>
yes
[20:08:18]
<zellfaze>
So far they have been for me. A little dull because of the pandemic, but I can use that in my life.
[20:08:21]
<zellfaze>
Yeah
[20:08:33]
<otso>
Yeah, dull can be quite relaxing.
[20:09:10]
<rpite>
studying bitcoin, pleasant and unpleasant
[20:09:22]
<zellfaze>
I've been studying ansible.
[20:09:52]
<zellfaze>
Dev-ops tool, could make my life a lot easier.
[20:10:03]
<zellfaze>
I was wondering how ya'll felt about a bug tracker. I am starting to feel like there is enough code to warrant one.
[20:10:15]
<rpite>
yes
[20:10:19]
<otso>
Yeah, I agree
[20:10:34]
<otso>
I've been studying emulation
[20:10:39]
<zellfaze>
Does anyone have a preference?
[20:10:41]
<otso>
Since we are listing things
[20:10:59]
<otso>
Um. Not really, no, but I wouldn't mind researching some this week
[20:11:12]
<zellfaze>
Bitcoin and emulation are fun topics. I used to consider myself well versed in Bitcoin, but I am a decade behind the times now. I've never really studied emulation.
[20:11:27]
* zellfaze
has used Mantis in the past.
[20:11:49]
<otso>
How did you like it=
[20:11:52]
<otso>
*?
[20:12:10]
<zellfaze>
I also used Redmine before (which would now be better replaced by its fork OpenProject), but I think it might be too much for us. It's more for managing a ton of different software projects.
[20:12:17]
<zellfaze>
I liked it well enough. It was easy to setup.
[20:13:17]
<otso>
That's good enough to warrant looking into it. Maybe I'll try to get it running on the server this week and we can all try it out
[20:13:36]
<otso>
*Not maybe. I'll do that
[20:13:41]
<otso>
Bad figure of speech
[20:14:39]
<zellfaze>
On the note of ops stuff also.
[20:14:50]
<zellfaze>
There isn't a virtual host on git.classlessgames.com:80
[20:16:28]
<otso>
Ah. I see. For a while I had it directly redirect to 443, but for some reason acme-client complained. I will read the man page and figure out why
[20:16:50]
<otso>
It could be that it just didn't find anything at :80, so maybe I need to load the page and redirect
[20:17:12]
<zellfaze>
Yeah no worries.
[20:17:32]
<zellfaze>
It's just something I noticed the other day.
[20:19:17]
<otso>
Ok. I'll just add another general "look through server confs" to my todo and I'll go through all the sites and double check everything
[20:19:34]
<otso>
I know the machine was updated a while ago, so maybe some things have changed
[20:20:04]
<otso>
Thanks for letting me know
[20:20:27]
<zellfaze>
Np
[20:20:31]
<zellfaze>
So since I missed last week, I guess I'll fill ya'll in one what I have done in the past two weeks instead of just one.
[20:20:45]
<otso>
Sounds great
[20:21:24]
<zellfaze>
I added documentation to the TextDialog system and did some bugfixing on it. There are definitely still bugs in it, and I want to add some functionality like handling scrolling if you pass it too much text or too many options to display.
[20:21:59]
<zellfaze>
I fixed the cursor by just rewriting it. I'm still not entirely sure what the problem was, but the code is much cleaner now that I had a better idea of the problem I had to solve and how to solve it.
[20:22:43]
<zellfaze>
I moved the MapManager code into a global autoload named Services. I figure we could populate the Services autoload with, well, services.
[20:23:14]
<zellfaze>
So now accessing the MapManager to translate between tile coordinates and global coordinates it done by calling Services.MapManager instead of trying to find a node somewhere in the scenetree.
[20:23:42]
<zellfaze>
I also created an initial implementation of an Inventory system.
[20:23:55]
<zellfaze>
It consists of a few seperate components.
[20:24:27]
<zellfaze>
There is the Inventory UI which is a scene loaded into the UI global autoload that displays the actual Inventory. It communicates that stuff has happened in it by emitting signals.
[20:24:40]
<zellfaze>
Er wait.
[20:24:57]
<zellfaze>
It doesn't use signals my bad. It receives changes via signals.
[20:25:44]
<zellfaze>
The player has on them a PlayerInventory object. This object contains the actual InventoryItem objects. It's basically just a shell over an array, but I know we are going to need to add more functionality to it as time goes on.
[20:26:26]
<zellfaze>
Each InventoryItem has a type value on it.
[20:27:16]
<zellfaze>
The valid types are managed by the InventoryDB. The InventoryDB scans a folder (res://resources/inventory_db/) and looks for resource files representing InventoryDBItem objects.
[20:27:43]
<zellfaze>
It loads all of these into a dictionary that it makes available.
[20:28:13]
<otso>
I like that everything is a file approach.
[20:28:29]
<zellfaze>
InventoryItem holds stuff like the quantity of the item you have in a slot, whereas InventoryDBItem stores stuff like the name, icon, and max quantity. To make it clear the difference.
[20:29:23]
<zellfaze>
The art for the Inventory UI looks terrible, and I was wondering if Otso could take a look at it maybe and make something nice looking.
[20:29:45]
<zellfaze>
It's just some 9Patch's.
[20:29:55]
<otso>
Yeah, that sounds fun.
[20:30:11]
<zellfaze>
Okay, that's what I have to share. Sorry it was so long.
[20:30:15]
<otso>
It's on my todo list.
[20:30:21]
<otso>
No problem, it was informative.
[20:30:44]
<otso>
By the way, is that all on a different branch, or the same
[20:30:57]
<zellfaze>
I just merged the branch on Thursday.
[20:31:08]
<zellfaze>
I then rebranched from master to keep working on it.
[20:31:23]
<otso>
Ok.
[20:31:53]
<zellfaze>
Merging and rebranching was going to be way easier than rebasing, plus it makes the basic setup available at least for us to use in other stuff.
[20:32:14]
<zellfaze>
Oh also, I changed the player _input to _unhandled_input
[20:32:40]
<zellfaze>
It was acting on clicks from UI elements that had already marked the input as handled.
[20:33:10]
<zellfaze>
So like you'd click the hotbar and the character would try to move north. xD
[20:33:35]
<otso>
Oh. That makes sense!
[20:34:03]
<otso>
So, just to check
[20:34:08]
<zellfaze>
Speaking of the hotbar. PlayerInventory has no concept of the hotbar. That is purely a InventoryUI thing.
[20:34:40]
<otso>
Should there be an actual inventory object instanced in Player?
[20:34:46]
<zellfaze>
Yeah.
[20:34:56]
<otso>
because if so, it's possible another commit this week undid it accidentally
[20:35:07]
<zellfaze>
Line 22
[20:35:08]
<zellfaze>
var inventory: PlayerInventory = PlayerInventory.new()
[20:35:15]
<otso>
OH.
[20:35:21]
<zellfaze>
Line 34 connects it to the UI.
[20:35:22]
<otso>
In the script.
[20:35:23]
<zellfaze>
UI.get_node("Inventory").connect_to_inventory(inventory)
[20:35:25]
<otso>
all good then
[20:35:48]
<rpite>
wait why should hotbar be part of the inventory?
[20:36:06]
<otso>
I was looking for an instanced class in the Godot ui
[20:36:20]
<zellfaze>
The hotbar is just the first ten inventory slots.
[20:36:30]
<zellfaze>
The PlayerInventory just knows it has 40 slots.
[20:36:33]
<rpite>
oh my bad
[20:36:39]
<zellfaze>
InventoryUI puts the first ten in the hotbar.
[20:36:42]
<rpite>
I thought you were talking about hp bar
[20:36:54]
<zellfaze>
Adding a new item to the player's inventory is relatively easy. Two lines.
[20:36:56]
<zellfaze>
var item = InventoryItem.new("seeds")
[20:37:03]
<zellfaze>
Player.inventory.add_item(item)
[20:37:39]
<zellfaze>
You can optionally select the slot with the second param, but if it is blank it will just put it in the first open slot.
[20:38:59]
<zellfaze>
You could also have set quantity with item.amount
[20:41:30]
<otso>
I am excited to try it out a bit.
[20:42:09]
<zellfaze>
You can create and edit those resource files from the Godot editor too through the GUI
[20:42:43]
<zellfaze>
Right-click the folder and select New Resource, give it name, and you should see on the right-hand pane all the exported variables you need to set.
[20:45:15]
<otso>
Ok! I see it now
[20:45:23]
<otso>
That took me longer than it should have
[20:47:30]
<otso>
OK. I guess I might as well go.
[20:47:41]
<otso>
I worked on drawing the rest of the clothes for the player first
[20:47:46]
<otso>
so the player now has pants and hair
[20:47:57]
<otso>
all of which can be changed, and color added
[20:48:21]
<otso>
And, adding new clothes of any kind should be trivial.
[20:48:43]
<otso>
I.E. just clone the sprite, add the new image and it should be automatically added to the list of player clothes
[20:48:58]
<otso>
I can write some documentation for Phenotype too, so that could be clearer
[20:50:04]
<otso>
One thing I noticed is that sometimes, godot doesnt't line everything up perfectly, and bits of skin are visible behind the shirt, or the boots so I'd like to make the player body one pixel smaller than the clothes to avoid this happening
[20:50:55]
<otso>
I also (finally) drew the animation for the player squatting down, so I should be able to add a sprite for that, but I still need to add the clothes to the squatting figure
[20:51:16]
<zellfaze>
Sweet!
[20:51:33]
<zellfaze>
Now we could probably plant a seed.
[20:52:14]
<otso>
Yes! I'll import the squat animation after this and add some call to trigger it then that should be possible
[20:52:44]
<otso>
As long as you don't mind the player suddenly being naked as soon as it crouches
[20:54:07]
<otso>
That's all I have this weke
[20:55:46]
<otso>
^ the naked was a joke. Now that the actual shape is done, the clothes are going much quicker
[20:55:54]
<otso>
I'd guess that's done by the end of the day
[20:57:22]
<rpite>
back
[20:57:57]
<rpite>
I added go back functionality and still adding save game functionality
[20:58:36]
<zellfaze>
Is there a way you can expose some sort of hook for that?
[20:58:40]
<rpite>
rewrote options and some of phenotype to use less code
[20:58:45]
<zellfaze>
I'd love to have the inventory saved in the save game.
[20:58:49]
<rpite>
yeah
[20:59:03]
<rpite>
I think you can add hook maybe to scene tree
[20:59:44]
<rpite>
also working on a bug in hotkey_button.gd
[21:00:44]
<rpite>
that's it for me
[21:02:17]
<rpite>
did someone add a pregame screen?
[21:02:30]
<otso>
You mean the splash?
[21:02:34]
<rpite>
yeah
[21:02:35]
<otso>
I just threw one in there
[21:02:44]
<otso>
I thought it'd be more fun than the godot logo
[21:03:53]
<zellfaze>
Agreed. I like it.
[21:04:27]
<otso>
Rpite, what is the bug in inventory by the way?
[21:04:35]
<rpite>
hotkey
[21:04:56]
<otso>
Sorry, yeah
[21:04:59]
<rpite>
_hotkey_values is not global so each button has its own version of _hotkey_values
[21:05:02]
<otso>
that is what I meant to say
[21:05:07]
<otso>
Oh, got it.
[21:05:19]
<rpite>
so when I check to see if there are duplicate keys it doesn't work
[21:05:53]
<rpite>
since when a button modifies _hotkey_values it doesn't modify _hotkey_values for all buttons which still have their old defaults
[21:06:03]
<otso>
Hm. Maybe instead of storing hotkey values, you could just store each buttons hotkeys
[21:06:09]
<otso>
then add a function to get it
[21:06:13]
<otso>
and loop through them
[21:06:33]
<otso>
for hotkey_button in hotkeys_hboxcontainer.get_children():
[21:06:46]
<otso>
if hotkey_button.get_value() == key
[21:06:52]
<otso>
return "Error"
[21:07:41]
<otso>
or something like that
[21:07:58]
<rpite>
maybe
[21:08:14]
<otso>
I'm sure whatever you come up with will work well.
[21:08:21]
<rpite>
thanks
[21:08:40]
<otso>
Also, I noticed that when options were updated, some of the values in phenotype were lost
[21:08:50]
<otso>
but the script was all still there, so readding them was trivial
[21:08:58]
<rpite>
which values
[21:09:32]
<otso>
I think boot_type and boot_color buttons were lost for example
[21:09:42]
<otso>
but it totally could have been a mistake on my end too
[21:10:01]
<otso>
but, they're back now. I was just wondering if you were working on an old version of options
[21:10:15]
<otso>
If not, don't worry about it
[21:10:43]
<otso>
I'm not exactly sure when it happened, so maybe I accidentally pushed an old version of that section too, or messed up a merge
[21:11:51]
<rpite>
maybe it got changed to shoe_color and shoe_type?
[21:12:00]
<otso>
Also, Sorry, that's what I meant actually.
[21:12:22]
<rpite>
yeah I have that in options.gd now
[21:12:50]
<otso>
Ok. Hopefully then, it won't be an issue
[21:13:34]
<rpite>
currently the cursor maintains it's position relative to the player after clicking the mouse
[21:13:44]
<otso>
It seems to
[21:13:59]
<zellfaze>
So it does.
[21:14:04]
<otso>
I have been using mouse to move around when I use my drawing tablet and no issues with cursor so far
[21:14:15]
<rpite>
could we make player a child of cursor and change position.x and position.y to 0 to move the player
[21:14:18]
<zellfaze>
I think that is because I have it's position updating whenever the system cursor moves instead of every frame.
[21:15:12]
<zellfaze>
I can add a signal to Player to let Cursor know when the player is on the move.
[21:15:23]
<zellfaze>
That way it can update accordingly.
[21:15:40]
<otso>
I actually don't think it's a bad thing
[21:15:56]
<otso>
When you switch to keys, it repositions
[21:16:10]
<zellfaze>
Or if you wiggle the mouse even a little.
[21:16:12]
<otso>
but otherwise, using the mouse, the map moves with player so moving the cursor too kind of makes sense
[21:16:47]
<zellfaze>
Actually. I am with otso, having just tested it again.
[21:16:57]
<zellfaze>
I think it actually stays in sync with the system cursor this way.
[21:17:36]
<zellfaze>
I could have it jump from tile to tile though.
[21:17:43]
<zellfaze>
Rather than floating along.
[21:17:46]
<zellfaze>
The float looks weird.
[21:18:22]
<zellfaze>
The fix is the same either way, just have Player emit a signal when it moves and have Cursor catch that and reposition itself into a valid position.
[21:18:36]
<otso>
Oh. I didn't even notice the float. For some reason, using the tablet makes it jump when it moves
[21:18:56]
<otso>
If I pull the pen away, I can see what you mean
[21:19:03]
<zellfaze>
The tablet might sent a Mouse Cursor Move Event when the pen is nearby.
[21:19:14]
<rpite>
shifting the mouse within the tile changes the movement direction
[21:19:58]
<zellfaze>
rpite: I'm not sure I understand what you mean.
[21:20:15]
<rpite>
or sometimes it doesn't move when you click the same spot repeatedly
[21:20:52]
<rpite>
if you click 1 tile below the player
[21:21:26]
<zellfaze>
I see now!
[21:21:27]
<otso>
At the moment, the player sort of rests at the top of the tile.
[21:21:31]
<otso>
Is that what you mean?
[21:21:37]
<zellfaze>
That is because the cursor isn't in a valid position.
[21:21:46]
<zellfaze>
It stems from the same bug that causes the floatiness.
[21:22:21]
<otso>
Oooohhh.
[21:22:23]
<zellfaze>
Depending on where you had the player and cursor positioned clicking one tile below you and then waiting and doing it again (not moving the mouse) will slowly drag you to the left or right.
[21:22:37]
<otso>
I see it now. I had to try it a few times
[21:22:40]
<zellfaze>
It's because the cursor isn't in a valid tile position.
[21:23:01]
<zellfaze>
You know.... Actually. Maybe I should have a _process() function that ensures the cursor is always at a valid location.
[21:23:08]
<zellfaze>
And moves it to the nearest valid location if it isn't.
[21:23:28]
<zellfaze>
Then I don't have to have Player emit a signal that it is moving.
[21:23:59]
<otso>
That would make sense to me.
[21:24:02]
<zellfaze>
And anything else that shifts the player would benefit too. (Not that there is anything now, but there could conceivably be in the future)
[21:25:48]
<otso>
Ok. Just to check I didn't miss anything
[21:26:04]
<otso>
on rpite's todo i have working on save game
[21:26:08]
<otso>
and on hotkey bug
[21:26:23]
<otso>
and zellfaze is working on scrolling for large blocks of text in UI
[21:26:31]
<otso>
and cursor _process to keep in valid location
[21:27:01]
<otso>
then I am working on a cron job, getting mantis running, and checking other server configurations to make sure everything works as expected
[21:27:23]
<otso>
and drawing more squatting clothes, and a 9patch for the inventory
[21:27:29]
<zellfaze>
I'll probably also keep hacking away at the Inventory too.
[21:27:37]
<zellfaze>
There is definitely a lot still to do.
[21:28:00]
<zellfaze>
Especially in regards to UI. The current UI is very basic. I'll probably add more widgets to it.
[21:29:13]
<otso>
Neat. I'll also make a point of looking through to UI a bit, and the documentation. I'm curious to see how it all works in godot.
[21:30:12]
<zellfaze>
Once we have the bug tracker up, I have some stuff to dump out of my head into that. lol
[21:30:28]
<otso>
Unrelated to the game, since my laptop broke and my backup laptop is powerful, but unsuitable for school (as the battery lasts 1 hour max) I decided to spring for a PineBook
[21:30:38]
<zellfaze>
Oh cool!
[21:30:45]
<rpite>
nice
[21:30:49]
<otso>
Minimalism is sort of a hobby of mine anyways, and I'm curious to see how godot works on it
[21:31:00]
<zellfaze>
Let me know how that is! I've been thinking about getting a Pinephone since my phone is pretty awful and probably needs replaced.
[21:31:29]
<otso>
I will. It won't be here for a while, but the specs seem fun
[21:32:05]
<otso>
Just barely workable, but I'm excited to see the 10000 mAh battery running an ARM processor
[21:32:47]
<otso>
and, whenever I use top I am well under 2G ram, so I'm hopeful it will be very useable
[21:33:16]
<otso>
^^^ Back to the bug tracker, yeah. I'll make a point of working on that soon
[21:33:57]
<otso>
Have you seen sxmo ?
[21:34:35]
<otso>
It's like mobile suckless tools for the pinephone. It looks either really cool, or very difficult to use and I think I would have to try it to decide which
[21:35:02]
<rpite>
both
[21:35:13]
<zellfaze>
Can't say that I have.
[21:35:55]
<otso>
There are a couple demo videos for it. In typical suckless fasion, it doesn't rely a lot on mouse or touch input and uses a lot of button navigation
[21:36:24]
<otso>
And uses dwm, st and surf for mobile
[21:36:46]
<otso>
It's based on postmarket OS
[21:38:03]
<zellfaze>
I've been trying to write better commit messages for my commits.
[21:38:20]
<zellfaze>
https://git.classlessgames.com/PlantRebellion/commit/?id=1442dee4a5e6d58977272326f2543240905e3bb0 and https://git.classlessgames.com/PlantRebellion/commit/?id=0fdef29db40b49abefbb8ceb49ac8e080964e49a are good examples of what I have been going for.
[21:39:09]
<otso>
Ok. That's a good point.
[21:39:22]
<rpite>
yes
[21:39:28]
<otso>
It shouldn't be hard to get used to, but I'll use that as a template for now
[21:39:55]
<otso>
That should be way easier than trying to look through logs to see when things where changed and how
[21:40:04]
<zellfaze>
Yeah.
[21:40:23]
<zellfaze>
You can also use git add -i to interactively add only part of a file. That way you can make logical commits.
[21:40:28]
* zellfaze
is not perfect about it.
[21:41:00]
<zellfaze>
Like one of those commits I just sent had a massive change to player.tscn that was just animations playing in the editor. Probably didn't need to commit that. xD
[21:42:02]
<otso>
`git add -i` I didn't know that. I'll definitely be doing that when I work on multiple things before commiting.
[21:42:37]
<zellfaze>
Apparently you can rewrite history when rebasing an unpushed branch too. I've never done it though.
[21:42:57]
<zellfaze>
To edit commit messages, break up commits, shuffle the order around, etc.
[21:43:54]
<zellfaze>
Though I always feel weird about rewriting history. Definitely must be approached with caution and care.
[21:44:03]
<otso>
I think I've seen something about that, but also have never done it.
[21:44:27]
<zellfaze>
Really mess something up if you rewrite history on something someone else has already pulled.
[21:44:51]
<otso>
Ooh. That's true
[21:44:58]
<otso>
Probably not worth it then
[21:45:17]
<zellfaze>
Yeah, it's why you only do it on a branch you haven't pushed yet.
[21:46:47]
<zellfaze>
I don't think I have anything else to add co-op related really.
[21:46:49]
<otso>
Ok. That makes sense
[21:46:53]
<otso>
Me either
[21:47:17]
<zellfaze>
A personaly recommendation to you both to look into ansible. I'm really thinking it's going to step up my operations abilities.
[21:47:35]
<zellfaze>
Agentless automated reproducible builds for servers.
[21:47:42]
<rpite>
is there a use case for someone who isn't a sysadmin?
[21:47:50]
<zellfaze>
Not really.
[21:47:56]
<zellfaze>
That I can see at least.
[21:49:18]
<zellfaze>
But I'ma probably use it to make setting up websites and stuff easier in the future. I feel like it'll be easier to just save an Apache2+Wordpress Playbook than remember how to properly setup and secure Apache and MariaDB and all that everytime I have to make a website.
[21:49:34]
<otso>
That makes sense
[21:50:13]
<otso>
I'll add it to my reading list
[21:51:19]
<zellfaze>
Yeah, not co-op related, just something I thought would interest you both.
[21:51:25]
<zellfaze>
I was happy to have discovered it.
[21:51:32]
<rpite>
cool
[21:52:29]
<otso>
If either of you have any interest in emulation, tobias-vl has a guide to a CHIP-8 emulator (apparently a good one to start with) which is an interesting read
[21:56:53]
<zellfaze>
Hey just fixed that error that was clogging up the debugger. Sorry about that.
[21:57:22]
<zellfaze>
The cursor had a Timer node in it still that was trying to call a non-existant timeout. I just removed the timer. I meant to do that when I removed it's timeout function.
[21:58:35]
<otso>
No problem. I figured it was temporary
[21:58:43]
<zellfaze>
Ya'll want to meet up on the 31st still?
[21:58:54]
<rpite>
sure
[21:58:58]
<otso>
I actually probably won't be able to again.
[21:59:03]
<zellfaze>
No worries.
[21:59:13]
<zellfaze>
I'm alright with doing some coding on Thursday.
[21:59:27]
<rpite>
cool
[21:59:28]
<zellfaze>
So rpite I'll see you then I guess.
[21:59:37]
<rpite>
yup
[21:59:43]
<zellfaze>
And I'll see you otso on Sunday!
[21:59:49]
<otso>
Sounds good!
[21:59:56]
<zellfaze>
I'ma go have another smoke because I have an addicition! xD
[22:00:00]
<otso>
Happy holidays and hacking.
[22:00:04]
<otso>
I hope you enjoy it
[22:00:09]
<zellfaze>
Happy holidays and happy hacking!
[22:00:16]
* zellfaze
always does.
[22:00:20]
<otso>
good.
[22:00:24]
<rpite>
Happy holidays!
[22:00:27]
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[00:09:27]
<rpite>
hello
[00:10:17]
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[00:11:34]
<otso>
Hi, jumping in to say that I won't be able to attend the meeting today. I have time tomorrow and saturday to work on the game though. Merry Christmas everybody
[00:11:41]
<otso>
exit
[00:11:45]
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<rpite>
cool
[00:50:43]
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<zellfaze>
I lost track of time and just noticed the time.
[00:50:56]
<zellfaze>
Sorry.
[00:50:57]
<rpite>
hello
[00:50:59]
<rpite>
np
[00:51:17]
<zellfaze>
I'ma have a quick smoke and dry off (was out in the rain, and I guess smoking will put me back there) and then I'll get my stuff online.
[00:51:29]
<rpite>
cool
[00:51:56]
<zellfaze>
Unrelated: I have been learning Ansible the past few days, and it is a really amazing tool for managing infrastructure.
[00:58:37]
<rpite>
cool
[00:59:41]
<rpite>
https://meet.jit.si/CalmCollisionsDefineFormerly
[01:18:58]
<rpite>
can you hear me?
[01:25:42]
<rpite>
going to bathroom
[01:34:46]
<rpite>
back
[01:40:07]
<zellfaze>
No I didn't hear you.
[01:40:34]
<zellfaze>
Can you hear me?
[01:40:39]
<rpite>
yes
[03:36:16]
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<rpite>
computer crashed
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2020-12-22.logJump to top

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*** zellfaze_
is now known as zellfaze
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2020-12-21.logJump to top

[18:27:48]
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zellfaze (~zellfaze@89.46.62.215)
[18:28:16]
<zellfaze>
Hey just wanted to apologize about missing yesterday. I had a meeting to attend in another town and I had to leave my house in the early morning.
[18:28:23]
<zellfaze>
I wasn't sure originally I was going to go.
[18:28:42]
<zellfaze>
I should have said something here in the morning before I left, but it slipped my mind.
[18:28:52]
<zellfaze>
I will be around for Thursday.
[18:28:57]
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<zellfaze>
Hey also, don't forget that you can make custom resource types in Godot. If you look on the inventory branch you can see I did that for different item types. Each type get's it's own file that get loaded into a Global object that acts as a database.
[18:32:14]
* zellfaze
just read the stuff about themes for phenotypes.
[18:35:33]
<zellfaze>
Happy holidays ya'll.
[20:03:22]
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<rpite>
happy holidays!
[20:04:39]
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2020-12-20.logJump to top

[19:51:29]
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[20:00:25]
<otso>
Hi, I am here, but ironically I will be like 5 minutes late.
[20:00:37]
<rpite>
got it
[20:10:57]
<otso>
Ok, sorry about that.
[20:11:17]
<otso>
Looks like 10 minutes actually.
[20:12:22]
<otso>
But, here now
[20:14:33]
<rpite>
cool
[20:14:44]
<rpite>
zellfaze seems to be missing in action
[20:15:14]
<otso>
Ok.
[20:15:23]
<otso>
I am happy to wait for a bit
[20:15:56]
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<rpite>
sorry about that, something went wrong
[20:23:01]
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<otso>
That's fine. Still no zellfaze anyways.
[20:23:17]
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[20:33:36]
<rpite>
well, zellfaze was here on thursday
[20:34:17]
<otso>
Yeah. Hard to get us both I gues :')
[20:34:54]
<rpite>
did you receive any email?
[20:35:51]
<otso>
Nope. I don't have my phone one me. Anything on element?
[20:36:02]
<rpite>
nope
[20:37:32]
<otso>
Ok. I'll just assume he is held up doing something until we hear otherwise.
[20:41:30]
<otso>
well, just so you know where I am, I'm working on merging some changes to phenotype into the new options scheme
[20:41:37]
<otso>
Hopefully it doesn't take long
[20:44:03]
<otso>
I am reading throught the options now. This does seem a lot cleaner. I like it
[20:44:21]
<rpite>
thanks
[20:44:46]
<rpite>
I'm trying to figure out a way to apply changes to phenotype globally so we don't have to apply changes everytime
[20:45:03]
<rpite>
I was thinking like a theme but for node2d
[20:46:45]
<otso>
Hm. Interesting.
[20:46:56]
<otso>
I'll make that a task this week too.
[20:47:51]
<otso>
It definitely seems a good idea
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<otso>
Actually, I have a question about options.
[21:04:40]
<rpite>
yeah, go ahead
[21:04:51]
<rpite>
do you want to set up a jitsi meeting
[21:04:52]
<otso>
Does reset actually need to be unique for each item, or could we make a script for like "player options" in general
[21:05:15]
<rpite>
I was thinking about that
[21:05:50]
<rpite>
you probably could
[21:06:21]
<rpite>
I'll do it right now
[21:07:00]
<otso>
Do you think it's worth it, or is it easier to have different scripts with more specialization?
[21:07:05]
<otso>
And I can do player options.
[21:07:18]
<otso>
I have like 7 that need to be added in anyways
[21:07:29]
<otso>
I should have checked git because I added them to options.gd
[21:08:16]
<rpite>
yeah I think we should combine them
[21:08:19]
<otso>
and actually, if it's ok for now I'd like to keep texting. I am at my parents house and it can be inconvenient to find a quiet place sometimes
[21:08:26]
<rpite>
ok
[21:09:43]
<rpite>
actually I just tried it
[21:10:09]
<rpite>
I don't think it will work well
[21:10:21]
<rpite>
since you can only extend once per script
[21:10:21]
<otso>
Oh? What went wrong?
[21:10:52]
<rpite>
there is a function get_item_text unique to OptionButton
[21:11:15]
<otso>
Ah, and it wouldn't work well to just get it for a child?
[21:11:18]
<otso>
That makes sense
[21:13:14]
<rpite>
no I got it to work
[21:13:33]
<rpite>
wait
[21:14:19]
<otso>
Actually, when I look at it more I don't mind making it unique as it allows for a bit more specialization
[21:15:47]
<rpite>
yeah it doesn't work well
[21:16:17]
<otso>
Ok.
[22:03:58]
<otso>
OK!
[22:04:03]
<otso>
Done, pushing now
[22:04:07]
<rpite>
cool
[22:04:55]
<otso>
Also, whenever you get here Zellfaze, the new cursor code works greate
[22:04:58]
<otso>
*great
[22:05:16]
<rpite>
yes
[22:05:29]
<rpite>
did you know you can call functions in arrays
[22:08:12]
<otso>
I did not know actually.
[22:08:19]
<rpite>
weird
[22:08:20]
<otso>
I was going to look that up.
[22:08:40]
<otso>
I'll definitely be doing that for player options though. Save me an if statement
[22:11:43]
<otso>
Ok. Well, I have a few house-chores that need doing so, I'll assume the meeting is not happening today. I may not be free thursday, but I can get back to you on that.
[22:11:52]
<rpite>
got it
[22:12:17]
<otso>
But, this week I plan to work on finishing at least one outfit for the player (currently missing pants and hair)
[22:12:38]
<otso>
and making a squatting sprite, which I keep saying I'll do and not getting to
[22:12:47]
<otso>
And, looking into something like a theme for the player.
[22:13:01]
<rpite>
cool
[22:13:26]
<otso>
Which, hopefully should make it easy to add NPCs too, because you just need to save other themes
[22:14:06]
<otso>
Although, it might be that a script is easier for that, but I'll look at options and come back with a good reason for why I choose one
[22:14:18]
<rpite>
I'll fix bugs in options and in game
[22:14:24]
<rpite>
lots of weird things
[22:15:17]
<otso>
Awesome. Happy hollidays all!
[22:15:20]
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2020-12-19.logJump to top

[15:41:24]
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[15:42:00]
<otso>
Ok, I have a working laptop again. I'll be doing some catch up on my todo list today
[15:42:14]
<otso>
Hopefully I can get some stuff done, but I have some family obligations later in the day also.
[15:43:21]
<otso>
About your comment Zellfaze, at least in my case I appreciate any critique of my code.
[15:43:40]
<otso>
If I do something which can cause issues, I want to know, and to try to fix it in the future
[15:45:37]
<otso>
https://geometrian.com/programming/tutorials/critic/index.php
[15:46:03]
<otso>
And about my computer, I have no idea what went wrong (so I'm assuming motherboard)
[15:46:27]
<otso>
I took it apart, looked for obvious signs of "something wrong"
[15:46:53]
<otso>
But, I lacked a keyboard set, or any processor glue, so I only went so far.
[15:48:02]
<otso>
I found the beep warning it was giving and it was listed as either system board, or something to do with display somehow, but either way it wouldn't boot up.
[15:54:30]
<otso>
I said keyboard set. I meant screwdriver. I am at my parents, so I was using a mini scredriver which came with a pair of glasses.
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2020-12-18.logJump to top

[00:13:12]
<rpite>
otso?
[00:13:51]
<rpite>
oh I see now
[00:16:45]
<zellfaze>
Yeah. These things happen.
[00:17:39]
<rpite>
should we continue the meeting?
[00:19:08]
<zellfaze>
I'm fine with it.
[00:19:13]
<rpite>
cool
[00:19:18]
<zellfaze>
My plan was just to revamp the cursor.
[00:19:23]
<rpite>
yes
[00:19:36]
<zellfaze>
I'm writing up my detailed plan now. I'll share it in a minute.
[00:20:04]
<rpite>
I fixed it but I still think we should rewrite it since it led to more bugs
[00:20:27]
<rpite>
it was something with world_to_map needing local coordinates
[00:20:29]
<zellfaze>
Yeah. I have a better feel for the problem space now too.
[00:20:41]
<zellfaze>
I am going to rework the MapManager a bit too.
[00:20:55]
<rpite>
can you start a meeting on jitsi?
[00:21:00]
<zellfaze>
Sure.
[00:21:06]
<rpite>
thanks
[00:22:48]
<rpite>
otso possibly has short circuited motherboard?
[00:23:55]
<zellfaze>
Idk. He didn't really say much.
[03:08:06]
<rpite>
hey, I have family over at 9, but I'll be on till then
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2020-12-17.logJump to top

[17:43:01]
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otso (~u0_a165@174-084-160-009.res.spectrum.com)
[17:44:23]
<otso>
hey, so you guys know, my laptop stopped turning off on tuesday and i couldn't figure it out. :/ my roommate is brining me my old one on the way to visit his family, so i should be good by sunday but i won't be able to make the meeting today
[17:44:49]
<otso>
*turning on
[17:45:02]
<otso>
not turning off wouldn't be as much a problem
[17:46:09]
<otso>
or, technically i could join from a phone as i am now, but i won't be able to get much work done from here
[17:46:17]
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<zellfaze>
otso: No problem! I had some computer troubles myself this morning (my gpu wiggled its way out a little bit).
[22:55:21]
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[23:49:00]
<zellfaze>
We should probably abstract this some:
[23:49:06]
<zellfaze>
player.gd Line 23
[23:49:08]
<zellfaze>
onready var options = preload("../options/options.gd").new()
[23:49:35]
* zellfaze
is going to try to rewrite the cursor today.
[23:49:52]
<zellfaze>
And document it the whole way so it's easy to see how it works.
[23:56:59]
<zellfaze>
I'm gonna have a quick smoke before getting back into this, but I wanted to say, because it has been on my mind, that I hope ya'll don't take it personally when I critique code. I really don't ever mean it to be. Just trying to head off problems before they become problems.
[23:57:10]
<zellfaze>
And I encourage the same with anything I write.
[23:57:45]
<zellfaze>
It also might be useful for us to get a bug-tracker at this point.

2020-12-13.logJump to top

[18:40:28]
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[20:02:49]
<otso>
Here now, sorry I'm a couple minutes late
[20:02:59]
<rpite>
np
[20:04:05]
<zellfaze>
Greetings
[20:04:11]
<rpite>
hello
[20:04:47]
<otso>
Everyone doing well?
[20:05:01]
<zellfaze>
Tired, but otherwise well.
[20:05:10]
<rpite>
yes, thanks
[20:05:47]
<otso>
Glad everyone is well.
[20:05:53]
<otso>
Who's week is it?
[20:06:06]
<rpite>
z
[20:06:26]
<rpite>
ellfaze
[20:06:53]
<zellfaze>
Just got to use the minutes.sh script. That is convenient.
[20:07:09]
<otso>
Yeah, thanks again rpite. I like it too
[20:07:26]
<rpite>
np
[20:10:25]
<zellfaze>
I pushed the beginnings of the inventory system. It's on a branch named inventory.
[20:10:35]
<zellfaze>
It's not much yet really.
[20:11:13]
<zellfaze>
I wrote some documentation also for the text dialog box. It is in a README.md in it's scene folder.
[20:12:29]
<otso>
Awesome, I will check out the readme and inventory system. Maybe I can draw some sprites which would help a bit
[20:13:07]
<zellfaze>
The art I am currently using in the inventory system is awful on purpose, so you can't miss it.
[20:13:48]
<otso>
Sounds good
[20:13:54]
<otso>
I remember you mentioning green and purple
[20:14:13]
<zellfaze>
I want to make sure that the TextDialog code actually matches my docs. Write docs for the inventory system. I also want to figure out this cursor issue.
[20:14:27]
<otso>
Sounds good.
[20:14:54]
<otso>
Speaking of UI art, I hope you don't mind rpite, but this morning I redrew some of the health bar sprites
[20:14:58]
<zellfaze>
And while I am at it, I should write cursor docs too. lol
[20:15:38]
<rpite>
np otso
[20:15:44]
<otso>
Cool.
[20:16:08]
<otso>
I haven't done much since thursday either.
[20:16:23]
<otso>
I added a beanie to the player, and set it so you could change the hat color
[20:17:27]
<otso>
I still hope to draw sprites of the player crouching, and doing a few actions
[20:18:54]
<otso>
I also added a few checks this morning so that godot would give fewer "value never used" errors
[20:19:12]
<otso>
Hopefully they are harmless, basically if any of the change scenes return an error code, it will print the error code
[20:19:25]
<otso>
That's all from me
[20:20:19]
<rpite>
great
[20:21:10]
<rpite>
I tried to resize the .ttf font but realized it doesn't look good when you scale down
[20:21:30]
<rpite>
maybe I should resize the other font to be bigger
[20:22:25]
<rpite>
moved code from options to font_color_button, font_type_button, and font_size_button
[20:22:25]
<otso>
I wonder
[20:22:34]
<otso>
Would it work to just reset font to default when you change font
[20:22:41]
<otso>
then just have different defaults?
[20:22:49]
<rpite>
yeah
[20:22:52]
<otso>
Or is that too much code
[20:22:54]
<rpite>
that's what I was doing before
[20:22:58]
<otso>
Ok. got it
[20:23:27]
<rpite>
haven't implemented save game functionality yet
[20:24:05]
<rpite>
will probably try to make options smaller
[20:29:31]
<otso>
By the way, not about todo, but I think that the reason that the health bar kills you when you walk with cursor might be because of the _physics_process
[20:29:42]
<otso>
Like, i think it just gets called more when we walk that way.
[20:29:52]
<otso>
If we added delta it might not do that
[20:31:14]
<otso>
woohoo, i was right and it was easier than I thought
[20:31:29]
<otso>
I just multiplied distance by delta
[20:31:49]
<rpite>
nice
[20:32:32]
<zellfaze>
:D
[20:33:00]
<otso>
Hopefully that makes it easier to debug the cursor code
[20:33:18]
<zellfaze>
Yeah. Almost certainly.
[20:33:20]
<otso>
I remember having similar issues with the asteroid game.
[20:33:26]
<zellfaze>
I almost commented out that code. xD
[20:33:35]
<otso>
Aparently _physics_process and _process are quite different
[20:33:57]
<zellfaze>
Yeah. They are called on different schedules and used for different things.
[20:34:36]
<zellfaze>
Physics process is attempted to be called fairly consistently so that the physics engine can do real time calculations. _process is called when a frame draw happens.
[20:34:50]
<zellfaze>
At least that is my understanding
[20:37:22]
<otso>
That sounds about right
[20:39:48]
<otso>
Now that I think of it, we should be using just plain _process for player?
[20:40:15]
<otso>
Becuase I think _physics process is for letting godot handle movement
[20:40:33]
<otso>
I don't remember why I changed it to _physics_process
[20:41:31]
<zellfaze>
I think movement is supposed to be in _physics_process.
[20:41:57]
<zellfaze>
I think collision detection and stuff is done on the same schedule.
[20:42:18]
<otso>
Ah, you're right
[20:42:24]
<zellfaze>
Idk if schedule is the appropriate term, but you know what I mean.
[20:42:41]
<otso>
Yeah.
[20:43:52]
<zellfaze>
Probably anything that involves modifying "physical" objects in our game world (or at least their "physical" properties).
[20:44:29]
<otso>
Yeah, it sounds like physics process is basically for everything except animations
[20:44:53]
<zellfaze>
Probably won't use it for UI stuff either.
[20:45:14]
<otso>
Yeah.
[20:48:49]
<otso>
That's all I have I think.
[20:49:00]
<rpite>
same here
[20:50:53]
<zellfaze>
Same here
[20:51:52]
<otso>
Cool. I guess these are just quicker meetings when we meet thursday also
[20:52:27]
<zellfaze>
Indeed.
[20:52:59]
<zellfaze>
I'll push the minutes
[20:53:48]
<otso>
Thanks.
[20:54:15]
<otso>
Brief aside. I have a lot of fun already just clicking the plants and doing "Magic"
[20:54:21]
<otso>
So, I think we are on the right track
[20:54:55]
<zellfaze>
Lol. :3
[20:55:38]
<zellfaze>
Not that I think we should build it, but I imagines a little sparkle particle effect everytime.
[20:57:16]
<otso>
Yeah. Little blue and yellow stars spark out of it
[20:57:27]
<otso>
I kind of see the plant shaking as it grows too
[20:58:30]
<rpite>
https://www.storyblocks.com/audio/search/poof+sound+effect
[21:00:49]
<otso>
Hahaha
[21:00:57]
<otso>
There are so many it'd be hard to choose
[21:02:24]
<otso>
If that's it for everyone, my brother has invited me frisbee golfing when I'm done so I'll go get ready for that.
[21:02:51]
<rpite>
yup
[21:02:53]
<rpite>
have fun
[21:02:57]
<rpite>
bye
[21:02:59]
*** Quits:
rpite (~rpite@194.5.96.60) (rpite)
[21:03:03]
<zellfaze>
Enjoy your time!
[21:03:18]
<otso>
Thanks! Bye. :D
[21:03:18]
<zellfaze>
I mean enjoy your time frisbee golfing!
[21:03:28]
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[00:00:18]
<otso>
ls
[00:00:24]
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<rpite>
ls -la
[00:00:44]
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[00:00:56]
<zellfaze>
Documents Pictures Videos WrongWindow
[00:00:59]
<zellfaze>
:P
[00:01:02]
<otso>
Lol
[00:01:23]
<otso>
Yeah, usually tmux works great...
[00:01:52]
<rpite>
should we do voice call?
[00:02:30]
<zellfaze>
Sure I am down with that. Send the jitsi link over Element.
[00:02:30]
<otso>
I am fine with either
[00:02:56]
* zellfaze
will be a quick minute before popping on. Like 5 tops.
[00:03:07]
<zellfaze>
Gotta get everything unlocked. Just sat down here.
[01:25:35]
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[03:20:32]
<zellfaze>
I think I am going to probably just write some functions to transform between coordinate types and make sure to always include what they are relative to in the variable name to avoid further confusion.
[03:20:55]
<zellfaze>
Anyhow. Gonna go back to smoking. Just wanted to share that thought.
[03:20:59]
<rpite>
uh oh
[03:21:06]
<rpite>
don't pull from the repo
[03:44:39]
<otso>
That makes sense
[04:32:24]
<rpite>
good night everyone
[04:32:26]
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[18:41:02]
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[19:19:58]
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[19:21:00]
<otso>
So you guys know, I probably can't stay too long after the meeting today. I have plans and I need to get stuff ready for preparing dinner outside
[19:21:26]
<otso>
But, I have set aside time for the meeting so no worries there
[19:55:43]
<otso>
Hey, not sure why autoloads don't sync up when I do a git pull, but did you change autoloads in your last commit rpite?
[19:56:13]
<otso>
I am getting an immediate crash now when I click "play game"
[19:56:19]
<otso>
*"new game"
[19:59:27]
*** Joins:
rpite (~rpite@tor-exit-5.zbau.f3netze.de)
[20:01:07]
<rpite>
haven't changed autoloads
[20:01:11]
<zellfaze>
otso: Works for me
[20:01:26]
<otso>
Ok. I'll double check things then. Maybe it's my local commit
[20:01:46]
<rpite>
only autoload I have is UI
[20:01:48]
<zellfaze>
git log project.godot? Should show autoload changes.
[20:02:44]
<zellfaze>
Most recent commit should be df37cbb641
[20:03:01]
<zellfaze>
Unless you registered any new classes or changed autoload
[20:03:36]
<rpite>
oh
[20:03:45]
<rpite>
I changed ui to dialog
[20:04:12]
<rpite>
I pushed a fix
[20:04:49]
<otso>
Got it. It's my commit
[20:04:59]
<otso>
I'll fix it
[20:05:01]
<rpite>
oh
[20:05:19]
<otso>
I made changes to player too, and for some reason I'm not properly loading the health bar node
[20:05:28]
<otso>
no biggie
[20:06:35]
<otso>
I think I did minutes last week, so is it Rpite's turn?
[20:06:44]
<rpite>
yup
[20:07:14]
<rpite>
is last week's agenda satisfactory
[20:09:10]
<otso>
Looks fine to me
[20:10:09]
<zellfaze>
Look fine to me too.
[20:10:19]
<zellfaze>
Forgot they were in the other file.
[20:10:53]
<rpite>
otso todo checkin?
[20:11:31]
<otso>
Sure
[20:11:36]
<otso>
So I added the check mark and the X
[20:11:48]
<otso>
Hopefully they look OK, but let me know if they aren't visible enough
[20:12:17]
<otso>
I redid the player movement, so it walks to get_center of $Cursor
[20:12:29]
<otso>
but, the player seems to walk in an entirely wrong direction.
[20:12:43]
<otso>
I was hoping zellfaze could tell me if I implemented get_center wrongly
[20:13:06]
<otso>
If not, I am happy to add "Figure out why get_center sends the wrong position" to my todo this week
[20:13:35]
<otso>
I also added the player skin color to the options, which ended up being a bit bigger than I meant it to be
[20:13:48]
<otso>
I basically took all the visible elements out of player so they could be reused
[20:14:10]
<zellfaze>
The coordinates might need transformed. I can take a look.
[20:14:17]
<otso>
and added a function to set it to a certain appearance with a member function
[20:14:37]
<otso>
so that, instead of instancing and changing player, you can just take the appearance and put it in an npc node
[20:14:55]
<otso>
and set the values by just sending an array like the one in options
[20:15:05]
<otso>
and I will push that as soon as I merge with rpite's commit
[20:15:31]
<otso>
I did not add other features or movements to player yet though, so could you move that to this week's todo?
[20:15:36]
<rpite>
ok
[20:15:46]
<otso>
zellfaze: thank you
[20:16:25]
<rpite>
rpite checkin
[20:16:48]
<rpite>
nothing much, just a player health bar and some game mechanics
[20:16:59]
<rpite>
probably should change the appearance of the health bar
[20:18:20]
<rpite>
there is a bug where the player still loses health if you click to a place where the player can't go
[20:18:55]
<rpite>
I'll fix the bug and add save game functionality for my todo
[20:19:23]
<zellfaze>
We should probably setup A* pathfinding at some point. Godot has support for it built in.
[20:20:09]
<otso>
Ok. It's awesome that support is built in
[20:20:53]
<rpite>
zellfaze todo checkin?
[20:20:55]
* zellfaze
has not messed with it yet, but: https://docs.godotengine.org/en/stable/classes/class_astar.html
[20:21:32]
<zellfaze>
I really don't have anything to share this week. It's been another busy week. I do have a bit to share with ya'll privately on Element in a bit.
[20:21:41]
<otso>
bookmarked
[20:21:50]
<zellfaze>
I'd like to keep working on the inventory and do some cleanup on the text dialog.
[20:21:57]
<rpite>
cool
[20:22:09]
<zellfaze>
I'm wondering if we should be using more branches in git also.
[20:22:19]
<rpite>
probably
[20:22:26]
<zellfaze>
I have my inventory stuff in a stash, which is probably not ideal. xD
[20:22:32]
<otso>
That might be helpful, to avoid issues like the one I created for myself this morning
[20:23:13]
<zellfaze>
It would make merges a bit easier too. One big merge at the end of a feature branch.
[20:23:32]
<otso>
True
[20:24:18]
<otso>
By the way, I just pushed my changes
[20:24:31]
<otso>
All the player-apearance stuff is in a scene "$Phenotype"
[20:24:59]
<otso>
and it has a function set_phenotype to set the color, and it should be possible to add stuff like clothing and faces without having to touch any other scenes
[20:25:05]
<otso>
(except for options, obviously)
[20:25:29]
<otso>
By the way, I hadn't messed with it much but options was a joy to add to. It's very cleanly set up
[20:26:15]
<otso>
^^^ Irc let's you see the way you speak weirdly. I say "by the way" frequently
[20:26:37]
<rpite>
BTW i use ArCh
[20:27:03]
<rpite>
I added otso's changes
[20:27:07]
* zellfaze
just pulled the changes
[20:27:09]
<rpite>
but something broke
[20:27:15]
<zellfaze>
I definitely think it's a transform issue.
[20:27:21]
* zellfaze
goes to look at the code
[20:27:44]
<otso>
True. Brief aside, rpite have you seen KISS linux? It's like a very hardcore arch
[20:27:51]
<rpite>
huh
[20:27:53]
<otso>
Oh, what broke? It seems to work in mine
[20:27:57]
<rpite>
I thought gentoo was hardcore arch
[20:28:34]
<otso>
Hm.. Maybe it's hardcore gentoo then
[20:28:44]
<rpite>
Attempt to call function 'set_phenotype' in base 'null instance' on a null instance
[20:29:04]
<rpite>
Line 182: options.gd
[20:30:08]
<rpite>
did you change any autoloads?
[20:30:29]
<rpite>
oh I got it
[20:30:42]
<otso>
I don't think so.
[20:30:50]
<otso>
I'll check
[20:31:13]
<rpite>
only crashes when you press new game
[20:32:03]
<rpite>
I pushed meeting minutes
[20:32:06]
<zellfaze>
The cursor issue is a bug in my code.
[20:32:13]
<otso>
The only autoload change is ui -> dialog
[20:32:20]
<zellfaze>
The cursor is giving it's position relative to the player instead of relative to the map.
[20:32:21]
<otso>
I tried a fresh pull in /tmp and it seems to launch
[20:32:45]
<otso>
zellfaze: that makes sense. I looked at it very briefly, but wanted to finish up player options
[20:33:35]
<otso>
rpite: the only thing I can think that would be different is that I have a local version of my options file changed. Could that affect it?
[20:33:51]
<rpite>
yup
[20:33:52]
<otso>
Maybe it's because it's looking for the value "skin_color" and not finding it?
[20:34:05]
<rpite>
yup
[20:34:33]
<rpite>
wait I also have skin_color
[20:34:49]
<otso>
Hm. Zellfaze, do you have any issues pressing "new game"
[20:35:24]
<otso>
Oh wait, something is different here. Looks like in my latest commit the options menu is different
[20:36:05]
<otso>
No, just kidding
[20:36:13]
<otso>
that's because I checked out an old commit to test it
[20:38:08]
<otso>
remind me where my local options are stored?
[20:38:14]
<otso>
maybe I'll delete them and test it again
[20:38:30]
<rpite>
~/.local/share/godot/app_userdata/
[20:39:56]
<otso>
Hm. Still works fine...
[20:40:53]
<zellfaze>
I don't. I haven't pulled since 16a560a though.
[20:41:44]
<zellfaze>
That appears to be the latest commit, so it works for me.
[20:42:30]
<otso>
Ok. Rpite, which commit are you on?
[20:42:44]
<rpite>
works now
[20:42:55]
<rpite>
16a560a
[20:43:08]
<rpite>
wait no
[20:43:13]
<rpite>
ad64492d7e744ddb23656860daf3341861625578
[20:44:00]
<rpite>
now ad64492d7e744ddb23656860daf3341861625578
[20:44:04]
<rpite>
16a560a7f3a3014d6fd0d52631dfa94ef7d62724*
[20:45:07]
<otso>
Ah. So were you on an old commit?
[20:45:22]
<rpite>
not sure
[20:45:29]
<rpite>
I just reset everything and did another git pull
[20:46:01]
<otso>
Ok.
[20:46:57]
<otso>
Also, I noticed options were declaring a default value for everything
[20:47:07]
<otso>
then, also setting the same values when declaring player_valus
[20:47:19]
<otso>
*font_values,etc.
[20:47:33]
<otso>
So I just set it to "font_values=DEFAULT_FONT_VALUES"
[20:47:47]
<otso>
I hope that works, but wanted to make sure it wasn't done for a good reason
[20:48:03]
<rpite>
it might work
[20:48:15]
<rpite>
but it also changes default values when you change font values
[20:48:32]
<otso>
Oh would it? I didn't think of that.
[20:48:38]
<rpite>
wait no it doesn't
[20:48:51]
<rpite>
because somehow it changes but it's a const
[20:49:02]
<rpite>
so godot probably copies it
[20:49:12]
<otso>
Oh ok. It can be hard to tell with high level languages how things will interact
[20:49:28]
<otso>
Like, are you copying pointers, or just the values
[20:49:44]
<otso>
I can change it back if it could end up being an issue
[20:50:41]
<rpite>
oh wait
[20:50:46]
<zellfaze>
Okay, so my position code in the cusor no longer seems to be returning meaningful numbers at all.
[20:50:59]
<zellfaze>
Not sure what happened. Probably when I switched it to being a child of player.
[20:51:07]
<rpite>
ok
[20:51:21]
<rpite>
you can change const array otso
[20:51:49]
<rpite>
you just can't reinitialize it
[20:52:14]
<otso>
Ok. That makes sense.
[20:52:20]
<otso>
Does godot have a
[20:52:22]
<otso>
#define
[20:52:27]
<zellfaze>
It does not.
[20:52:31]
<otso>
I guess not because that's a preprocessor
[20:52:37]
<zellfaze>
There is no preprocessor at all.
[20:52:47]
<rpite>
yeah it does change the defaults
[20:52:53]
<rpite>
I checked using a print statement
[20:53:28]
<otso>
Ok. I'll put it back
[20:56:09]
<otso>
Zellfaze, is there a setting somewhere to make cursor relative to player's parent or something?
[20:56:19]
<otso>
I know you can toggle z-as-relative
[20:56:28]
<otso>
but I don't see the same thing for transform
[20:57:03]
<zellfaze>
I don't think there is.
[20:57:23]
<zellfaze>
I think I'm just going to have to walk up the tree peeling off transforms or something.
[20:57:45]
<otso>
Ok. Maybe you could also send player position as an argument to get_center?
[20:57:50]
<otso>
then base it off that
[20:59:14]
<otso>
Or we could make a parent scene for player and cursor and just have them be siblings in that?
[20:59:31]
<otso>
So that that could always be aligned with the scene root
[20:59:53]
<zellfaze>
What are the coordinates that the player is storing in _target relative to?
[21:00:51]
<otso>
I guess player's parents.
[21:00:55]
<otso>
It is the same as position
[21:01:08]
<otso>
basically "position, but after walking"
[21:01:35]
<otso>
basically, the goal was to be able to click the screen and walk there
[21:01:49]
<otso>
we could also make things simpler I guess and just scrap click-to-walk
[21:01:59]
<zellfaze>
I like the click to walk.
[21:02:20]
<zellfaze>
Though I would prefer it be right click so left click can be used for interact. xD
[21:02:37]
<otso>
Yeah, I like that
[21:02:56]
<zellfaze>
I think I'll just try to subtract player.position from it.
[21:03:04]
<otso>
Ok. That makes sense to me
[21:03:34]
<zellfaze>
That should work as long as I can always assume that TileMap has a position of (0,0)
[21:05:00]
<zellfaze>
My code that determines what tile the cursor is over wasn't taking player position into consideration, and that was having downstream effects when trying to get the coords for corners of the tile, and then for the center of the tile.
[21:05:45]
<otso>
That make sense. Tilemap at (0,0) is not a bad best-practice anyways
[21:08:24]
<otso>
Kind of a different vein, but while I work on adding clothing, I was wondering if clothing should also be color-changing
[21:08:34]
<otso>
like, you can choose shirt type and shirt color
[21:08:44]
<otso>
or would that fill up options too much?
[21:09:11]
<rpite>
we can expand the options menu
[21:09:19]
<rpite>
maybe add another scene
[21:09:30]
<otso>
Ok. I'll plan on that then. I like the idea of having a very customizeable player
[21:13:44]
<otso>
I think that that is all I have.
[21:14:58]
<zellfaze>
I have a couple of quick messages to send over Element to ya'll, but that is it.
[21:16:43]
<otso>
Ok.
[21:19:07]
<zellfaze>
Anything else?
[21:19:22]
<rpite>
not from me
[21:19:25]
<otso>
Um. Not htat I can think of.
[21:19:45]
<zellfaze>
Excellent. See ya'll Thursday all going well.
[21:19:57]
<rpite>
bye
[21:19:58]
*** Quits:
rpite (~rpite@tor-exit-5.zbau.f3netze.de) (rpite)
[21:20:14]
<otso>
See ya
[21:20:19]
<otso>
Thanks
[21:20:20]
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2020-12-03.logJump to top

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<zellfaze_>
Hey I'm going to have to miss this one.
[22:05:34]
<zellfaze_>
I'm sorry. I will catch up.
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<rpite>
np
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<otso>
No problem with me. Should we reschedule for a different time, meet without you or just wait for sunday?
[23:04:56]
<otso>
(or rather, to rpite, meet without him)
[23:04:59]
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<rpite>
if you have exams we can just wait for sunday
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[23:09:52]
<otso>
I actually don't have exams until the week after next, but I have a bit of homework I could use the extra time for.
[23:10:08]
<rpite>
ok, let's meet on sunday then
[23:10:16]
<rpite>
I have some exams tomorrow but they should be easy
[23:10:50]
<otso>
Ok. Good luck on your exams.
[23:10:56]
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2020-11-29.logJump to top

[18:45:04]
<zellfaze>
I'll be here at 14:00, just woke up.
[19:44:53]
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otso (~otso@c-68-56-112-247.hsd1.mi.comcast.net)
[19:47:50]
<otso>
How was your thanksgiving?
[19:50:19]
<zellfaze>
Busy but uneventful.
[19:52:52]
<otso>
I guess uneventful is good
[19:53:11]
<otso>
I spent a lot of time planning and cooking this week because I wanted to try an entirely vegan thanksgiving
[19:53:16]
<otso>
It was pretty fun
[19:53:37]
<zellfaze>
I sort of forgot it was thanksgiving until most of the day had passed.
[19:53:57]
<otso>
Oh! Were you busy with other things?
[19:54:23]
<zellfaze>
Yeah.
[19:54:50]
<zellfaze>
I did spend some time on the game too. I have some stuff I that isn't in a state to push yet. I'll get into that when rpite gets here.
[19:55:17]
<otso>
Ok
[19:56:03]
<zellfaze>
Later today I have to rearrange my kitchen a bit so that mice can't get to any of the food.
[19:56:30]
<zellfaze>
Going to try to do that and block up all but one of their holes and see if they'll just leave on their own.
[19:57:44]
<otso>
Oh! Good luck. That sounds like an unpleasant problem to have
[19:58:19]
<zellfaze>
It's not too bad yet, but we don't want it to get any more out of hand.
[19:58:24]
<zellfaze>
It was cool when it was just one mouse.
[19:59:54]
<otso>
Yeah. How many do you think there are now?
[20:01:09]
<zellfaze>
3 or 4
[20:01:22]
<otso>
Yikes
[20:03:29]
<otso>
Well, I hope they leave willingly without damaging your home and without you having to hurt them too badly.
[20:05:47]
<otso>
Test
[20:07:17]
<zellfaze>
I see you tested
[20:07:28]
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rpite (~rpite@tor-exit-relay-7.anonymizing-proxy.digitalcourage.de)
[20:07:30]
<rpite>
hello
[20:07:35]
<otso>
Hello, sorry about that.
[20:07:36]
<zellfaze>
Greetings
[20:08:08]
<otso>
Ok. I think it's my turn for minutes because Zellfaze went last week.
[20:08:10]
<otso>
Correct?
[20:08:22]
<rpite>
yes
[20:08:31]
<zellfaze>
Afaik
[20:08:38]
<otso>
Cool.
[20:09:08]
<otso>
Anything to mention right away, or jump straight to what we did this week?
[20:09:22]
<zellfaze>
Happy to jump right in.
[20:09:28]
<otso>
Ok.
[20:09:46]
<otso>
I can start. I mostly worked on the customizeable sprite this week. I drew a greyish/white sprite
[20:09:58]
<otso>
And based the movement/shape on the original
[20:10:07]
<otso>
Then I made sure you could set colors.
[20:10:13]
<otso>
And I started a player-options menu
[20:10:27]
<rpite>
oh
[20:10:29]
<otso>
right now you can set a sprite color in it, but I haven't saved the settings or linked it to anything yet
[20:10:38]
<otso>
I was hoping to just link player options to the main options
[20:10:42]
<rpite>
I was planning to reuse the options menu we already have
[20:10:52]
<otso>
but I made it separate so you could have a little preview
[20:11:02]
<otso>
but I can import it to that one easily enough
[20:11:07]
<rpite>
ok
[20:11:46]
<otso>
I will move the preview around so the menu shapes don't conflict
[20:12:56]
<otso>
At the moment though, color is just a variable of the player, so you could potentially have two players and differentiate between them now
[20:13:09]
<otso>
But I hope to add more disinguishing features (faces, clothes, etc.)
[20:14:34]
<otso>
That is all I worked on this week.
[20:14:58]
<rpite>
ok
[20:15:32]
<rpite>
I added some code to prevent players from using the same keys for multiple ui actions
[20:16:03]
<rpite>
I modified zellfaze's code for dialogue questions to make it more flexible
[20:16:34]
<rpite>
I changed the text dialogue buttons to check boxes to make it look more natural
[20:16:58]
<zellfaze>
Those are technically buttons though.
[20:17:05]
<zellfaze>
I planned to add styleboxes to skin them
[20:17:09]
<rpite>
check boxes are buttons
[20:17:30]
<zellfaze>
Do you mind I change those back to buttons and make a MultipleAnswerFrame type to have checkboxes?
[20:17:39]
<zellfaze>
Because you can only select one option out of those.
[20:17:48]
<zellfaze>
So checkboxes seem a weird solution.
[20:17:57]
<rpite>
checkboxes are binary
[20:18:04]
<rpite>
but your code adds multiple checkboxes
[20:18:10]
<rpite>
so it works with multiple answers
[20:18:16]
<zellfaze>
But it doesn't.
[20:18:22]
<rpite>
I tested it
[20:18:24]
<zellfaze>
If you click one checkbox it goes forward.
[20:18:56]
<rpite>
isn't that supposed to happen?
[20:19:03]
<zellfaze>
Yes, but that is button behavior.
[20:19:12]
<zellfaze>
Usually checkboxes get a check so you can select multiple choices.
[20:19:28]
<zellfaze>
Whereas this functions more like a radio button in that you can only select one choice.
[20:19:32]
<rpite>
but your question allows only one choice
[20:19:39]
<zellfaze>
Except it is really more of a regular button since the choice is locked in when you click
[20:19:46]
<rpite>
ok
[20:19:57]
<zellfaze>
But we can and should have a way to do checkboxes
[20:20:08]
<zellfaze>
Because that is actually something that I am sure will come up.
[20:20:17]
<rpite>
ok
[20:20:32]
<rpite>
Added some randomness to game mechanics
[20:20:54]
<rpite>
Was working on getting options menu to go back to previous scene but not done
[20:21:06]
<rpite>
but you can press keyboard shortcut to go to options menu
[20:21:28]
<rpite>
That's it from me
[20:22:14]
<zellfaze>
So I moved the cursor into being a child of the player scene, learned that NodePath's are relative, which caused some issues before I realized that.
[20:22:37]
<zellfaze>
I made some minor changes to make the system cursor go away when you are using the cursor scene as a cursor
[20:22:54]
<zellfaze>
Added some basic interaction to the plants, mostly just to show how something like that could be done.
[20:23:32]
<zellfaze>
I created a UI scene that gets autoloaded (all the subscenes hide themselves in their _ready()). This should let us position UI elements easily and have a simple place to organize them.
[20:23:47]
<zellfaze>
I wanted to comment on this commit.
[20:23:51]
<zellfaze>
https://git.classlessgames.com/PlantRebellion/commit/?id=7d24308072846619dcfe7fbc59f22e90c1bfa280
[20:24:12]
<zellfaze>
I think this more tightly couples those systems than it should, but I was thinking about what I think you were aiming for.
[20:24:22]
<zellfaze>
There should be built some type of text-server that can exist on top of this text-dialog system.
[20:24:30]
<zellfaze>
Something like this: https://github.com/Eptwalabha/godot-dialink or this: https://github.com/ephread/inkgd
[20:24:35]
<zellfaze>
Maybe?
[20:24:50]
<zellfaze>
And the last thing that I worked on is an inventory system.
[20:25:01]
<zellfaze>
I don't have enough to push anything yet, but it is definitely coming along.
[20:25:14]
<zellfaze>
I figure once that is in place, enough elements will be there to get a seed planted.
[20:25:20]
<zellfaze>
And a tomato grown maybe.
[20:25:38]
<zellfaze>
That's all I have.
[20:27:52]
<zellfaze>
Sorry for the wall of rapid text.
[20:28:04]
<otso>
No, that's fine. I was just peeking at those dialog systems.
[20:29:25]
<otso>
I should work this week on making a few actions for the player, because that would likely help with planting seeds
[20:29:35]
<otso>
Maybe crouching and placing a seed in ground?
[20:29:50]
<otso>
and watering plant?
[20:30:00]
<zellfaze>
Both of those would be handy.
[20:30:10]
<zellfaze>
44: dialog_text.text = dialog_question.choices[dialog_question.selected_choice][index]
[20:30:23]
<zellfaze>
This is the line in specific that I think is a bit too tightly coupled.
[20:30:50]
<zellfaze>
The way that I intended the Frames to work (though I didn't document this, and I should have) is to contain the data for just one bit of text. One dialog interaction.
[20:31:04]
<rpite>
ok
[20:31:16]
<rpite>
why not reuse the frame?
[20:31:30]
<zellfaze>
Because conceptually it represents just a single frame.
[20:31:39]
<rpite>
ok
[20:31:41]
<zellfaze>
Not a frame and the following one.
[20:31:57]
<zellfaze>
I hope this makes sense.
[20:32:15]
<zellfaze>
And I don't want to order anyone around either, so like I hope I am not coming off like that.
[20:32:29]
<rpite>
it makes sense
[20:32:53]
<rpite>
maybe we could figure out how to reuse the code though
[20:32:58]
<rpite>
seems like a waste
[20:33:04]
<zellfaze>
One abstraction level up.
[20:33:26]
<zellfaze>
We build something on top that manages whole conversations and builds the frames to send to the dialog.
[20:33:55]
<zellfaze>
The TextDialog should only know what it needs to know to display what it currently needs to display.
[20:33:55]
<rpite>
ok
[20:34:42]
<zellfaze>
On the note of all of that, I should really be writing docs for any of these system I build. Would encourage you two to do the same.
[20:34:56]
<otso>
That definitely makes sense.
[20:34:58]
<rpite>
sure
[20:36:51]
<zellfaze>
Hey otso, do you think you could add a checkmark to the lower corner of /assets/cursors/cursor_green.png and an X to cursor_red.png?
[20:37:32]
<otso>
So, about things I didn't document. At the moment you can click to a specific point and the player will move there. If we hide the system cursor, should I change the walking code to instead walk to the center of a tile?
[20:37:41]
<otso>
And defnitely, that should be an easy change to make
[20:37:42]
<zellfaze>
I was thinking about it the other night and remembered that both of those boxes would look the same to someone with red-green colorblindness.
[20:37:51]
<otso>
Ooh, good point
[20:38:03]
<zellfaze>
Yeah, probably. The cursor has a get_center() method you can use.
[20:38:36]
<otso>
Cool. Will do
[20:38:56]
<zellfaze>
rpite: Do you know if we have an interact button action-group?
[20:39:13]
<zellfaze>
The action-group that would traditionally be bound to E
[20:39:44]
<rpite>
we can add one but we don't have one right now
[20:41:41]
<zellfaze>
I think that would be a good idea personally.
[20:43:04]
<zellfaze>
I can add the action group and wire it up into Player if you would be willing to add the rebind code in the options for it?
[20:43:11]
<rpite>
ok
[20:43:31]
<rpite>
I added a minutes template generating script to coop-minutae
[20:43:36]
<zellfaze>
Oooh!
[20:43:44]
* zellfaze
goes to look at it
[20:43:46]
<rpite>
otso does openbsd have date
[20:43:55]
<otso>
yes.
[20:44:05]
<rpite>
I forgot what os do you use zellfaze?
[20:44:11]
<zellfaze>
Debian Stable
[20:44:20]
<otso>
It should have all the standard unix tools, plus a few more than some linux distros
[20:44:20]
<rpite>
ok
[20:44:29]
<zellfaze>
Though I have been seriously considering switching to Qubes.
[20:44:43]
<rpite>
qubes is torture
[20:44:44]
<otso>
I have heard cool things about qubes
[20:44:47]
<otso>
Oh? Why?
[20:44:53]
<rpite>
I accidentally forgot to add mouse
[20:44:57]
<zellfaze>
Everything is VMs.
[20:45:01]
<rpite>
had to reinstall
[20:45:11]
<rpite>
also adding a network driver took me 2 days
[20:45:21]
<zellfaze>
I know doing GPU pass-through if hell, which I would absolutely have to do.
[20:45:24]
<rpite>
also made mistake of trying to customize it like arch
[20:45:26]
<zellfaze>
*is hell
[20:46:04]
<zellfaze>
rpite: O_o That does sound like it would end badly.
[20:47:04]
<rpite>
does the script work for everyone?
[20:47:18]
<zellfaze>
./minutes.sh: 2: ./minutes.sh: [[: not found
[20:47:24]
<rpite>
rip
[20:47:30]
<rpite>
it's not posix compliant
[20:48:06]
<rpite>
i will update
[20:48:20]
<zellfaze>
I appreciate you making the script.
[20:49:06]
<otso>
Actually that doesn't work on my sh either
[20:49:12]
<otso>
is your sh symlinked to bash?
[20:49:25]
<otso>
But yeah, i was actually just thinking that would be useful.
[20:49:25]
<rpite>
yup
[20:50:04]
<otso>
Ah.
[20:50:34]
<otso>
Out of curiosity, were you trying to customize UI like arch in QubeOS, or trying to swap out base-system utilities?
[20:50:45]
<rpite>
get rid of xorg
[20:50:52]
<rpite>
and switch to i3
[20:51:15]
<otso>
Ah. So you use wayland?
[20:51:21]
<rpite>
yeah
[20:51:31]
<rpite>
so not i3 but sway
[20:51:59]
<otso>
Ok. And why didn't it work? is the UI a part of the VM system in qubes?
[20:52:09]
<rpite>
yeah it's part of dom0
[20:52:17]
<otso>
Interesting
[20:52:20]
<rpite>
I don't think you can get rid of it
[20:53:21]
<otso>
Ok.
[20:53:40]
<rpite>
do you think containerization is a better approach than correctness?
[20:55:03]
<zellfaze>
If I am understanding the question correctly, I think you should aim for correctness, but from a practical security standpoint you should containerize everything you can because correctness is hard to achieve and even harder to prove.
[20:55:35]
<otso>
Yeah. I think especially in a linux system, it can be very easy to miss incorrect code because you pull sources from many places
[20:56:15]
<zellfaze>
So I have no clue what shell /bin/sh is on Debian Stable.
[20:56:29]
<zellfaze>
I am guessing actually sh
[20:56:45]
<zellfaze>
It's not bash, or tsch, or csh, or zsh
[20:57:01]
<rpite>
works on openbsd
[20:57:04]
<rpite>
ksh
[20:57:06]
<otso>
OpenBSD does privilege dropping and restrictions so, not quite containers but similarly restrictive
[20:57:13]
<rpite>
yeah
[20:57:22]
<rpite>
but typically their approach is correctness
[20:57:28]
<rpite>
while qubes is containerization
[20:58:04]
<otso>
Yeah, but they can achieve correctness only because they have a big team and rewrite all the base systems themselves
[20:58:16]
<otso>
and Qubes is likely still more secure
[20:58:17]
* zellfaze
just checked ksh, not ksh either. $KSH_VERSION isn't set.
[20:58:34]
<rpite>
huh works on my openbsd ksh system
[20:58:45]
<zellfaze>
Oh I misunderstood maybe.
[20:59:03]
<zellfaze>
I thought ksh was in response to my trying to figure out what shell Debian Stable has at /bin/sh
[20:59:15]
<rpite>
did you pull the new script?
[20:59:35]
<zellfaze>
Not yet. One moment. I got distracted by this mysterious binary that is /bin/sh. xD
[21:00:02]
<zellfaze>
./minutes.sh: 2: [: unexpected operator
[21:00:03]
<zellfaze>
mkdir: cannot create directory ‘../Meetings/2020-11-29’: File exists
[21:00:48]
<rpite>
oh
[21:00:52]
<otso>
we can add "-p"
[21:00:58]
<rpite>
yeah
[21:01:01]
<otso>
no error if existing, make parent directories as needed
[21:01:29]
<otso>
Zellfaze, I am actually using Void linux on my laptop and when I man sh it says I'm using "dash"
[21:01:39]
<otso>
That might answer the mystery
[21:01:50]
<zellfaze>
Yup. Good call checking man.
[21:02:12]
<zellfaze>
It brings me to DASH(1) so mystery solved.
[21:02:26]
<otso>
awesome.
[21:02:35]
<zellfaze>
That was much better than randomly echoing $VARIABLES to see what was set and wasn't.
[21:02:46]
<zellfaze>
Was trying to fingerprint my shell. xD
[21:03:11]
<otso>
you may have gotten there in the end
[21:03:23]
<zellfaze>
I'm sure I would have. It just would taken a while.
[21:03:28]
<otso>
for the record, i think ksh is an alternative to bash, but openbsd also has an sh implementation
[21:03:43]
<rpite>
yes
[21:11:33]
<rpite>
oh right
[21:11:48]
<otso>
I am adding a check to make sure minutes don
[21:11:53]
<otso>
t already exist too
[21:11:57]
<otso>
or this overwrites them
[21:12:01]
<rpite>
ok
[21:12:08]
<zellfaze>
!! Yeah
[21:14:10]
<rpite>
I'll try to add health bar/energy bar for next week
[21:14:28]
<rpite>
it will probably be at top left
[21:16:13]
<rpite>
did you add the check yet otso?
[21:16:21]
<otso>
yes, testing now
[21:18:55]
<otso>
ok!
[21:19:01]
<otso>
It should work now.
[21:19:27]
<otso>
There is a minutes.md.bck which contains this weeks actual minutes, so feel free to remove minutes.md for your testing purposes
[21:27:40]
<otso>
Cool. Anything else I should add to the minutes?
[21:28:07]
<zellfaze>
I think I have said everything I needed to for the week.
[21:28:32]
<zellfaze>
When the inventory system is ready to push, I am using some pretty shit dev art for it right now.
[21:28:52]
<zellfaze>
But that won't be something happening tonight or anything.
[21:29:18]
* zellfaze
decided to use purposefully awful looking art so that it is obvious it needs replaced with better art.
[21:29:28]
<zellfaze>
Green and Purple! xD
[21:30:23]
<otso>
That makes sense
[21:30:44]
<otso>
I can't wait to see
[21:35:39]
<otso>
By the way, are we still planning to meet this thursday?
[21:38:05]
<rpite>
I can do it
[21:38:16]
<zellfaze>
I can do it
[21:41:19]
<zellfaze>
I'm going to go have a smoke and reflect on some stuff. I'll talk to ya'll later.
[21:41:22]
<otso>
Cool
[21:41:23]
<otso>
See ya.
[21:41:32]
<rpite>
bye
[21:45:17]
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2020-11-28.logJump to top

[17:17:56]
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2020-11-26.logJump to top

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2020-11-25.logJump to top

[17:09:41]
<zellfaze>
I changed the asserts in main_menu.gd and options.gd to no longer have side effects.
[17:10:03]
<zellfaze>
https://git.classlessgames.com/PlantRebellion/commit/?id=985abde003f04677097d9752c3f6f6f91e94dcb9
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2020-11-24.logJump to top

[00:25:36]
<zellfaze>
I wish Godot had lambda functions.
[02:57:10]
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[03:38:02]
<otso>
Yeah, that's a good point. I was just considering human players, but more variation in NPCs would be good too.
[03:38:19]
<otso>
Also, you could always do some C++ scripts
[03:38:21]
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<zellfaze>
It's not that I need lambda functions at any point, just I feel like they make code look a bit cleaner.
[19:20:58]
<zellfaze>
Would be useful when connecting signals via code.

2020-11-23.logJump to top

[01:08:57]
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<otso>
works
[01:21:08]
<otso>
sorry about that, messing with configs
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[15:47:40]
<zellfaze>
otso: If you end up making a system for customizing characters (even before the actual UX is done for it) the same system could likely be used for NPCs.

2020-11-22.logJump to top

[13:18:50]
*** Joins:
zellfaze (~zellfaze@185.213.154.238)
[13:26:18]
* zellfaze
will be here at 14:00.
[14:01:36]
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rpite (~rpite@23.129.64.203)
[14:01:42]
<rpite>
hello
[14:02:27]
<zellfaze>
Greetings
[14:02:36]
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[14:02:39]
<otso>
Hello
[14:02:42]
<zellfaze>
It seems we all missed each other last week. xD
[14:02:58]
<otso>
It does
[14:04:29]
<zellfaze>
I like that cursor much better.
[14:05:15]
<otso>
Good!
[14:05:28]
<zellfaze>
rpite: asserts don't run during production builds, so they can't have side effects.
[14:05:41]
<zellfaze>
assert(get_tree().change_scene("res://scenes/debug_scenes/concept_art.tscn") == OK) <-- This will be treated like a comment.
[14:05:46]
<otso>
I didn't realize there was one there already, i was meaning to check that
[14:06:24]
<zellfaze>
Does anyone know whose turn it is to take notes?
[14:06:51]
<otso>
No.
[14:07:12]
<otso>
It looks like there are no minutes for the last meeting either
[14:07:38]
<zellfaze>
We missed last meeting.
[14:07:40]
<otso>
Nevermind
[14:07:48]
<rpite>
zellfaze's turn
[14:07:51]
<otso>
That was just not renamed from template
[14:08:13]
<otso>
Yeah, rpite was on the eigth, and we skipped last week
[14:09:36]
<zellfaze>
I guess I'll start. I added a cursor system and started on a map manager system.
[14:10:14]
<zellfaze>
The map manager is built on that scene with the TileMaps in it (tileset/concept_art)
[14:10:53]
<zellfaze>
It's essentially just there to handle converting stuff between the TileMaps and the rest of the world. I gave the Player node an exported reference to it.
[14:11:33]
<zellfaze>
The cursor is just a cursor. It switches between a mouse and keyboard mode depending on what has been used by the player more recently.
[14:11:49]
<zellfaze>
It has a get_center() method so that we can spawn stuff at the cursor.
[14:12:16]
<zellfaze>
Using the MapManager position_in_tile() we can also determine if an object is positioned inside of the cursor.
[14:13:03]
<zellfaze>
That's basically all I have. It's continued to be a busy week with stuff around the elections.
[14:13:17]
<otso>
I was looking at your changes this morning
[14:13:21]
<otso>
I really like the map system.
[14:13:37]
<otso>
It's much cleaner than just arbitrarily setting pixel coordinates as I've been doing
[14:14:01]
<otso>
I definitely like the push towards a more grid/tile oriented system
[14:14:50]
<zellfaze>
I was originally thinking of using layers of TileMaps to keep track of objects, but I think it is likely better to keep them as seperate nodes with sprites and the like and just convert between the two coordinate systems.
[14:15:17]
<zellfaze>
Couldn't figure a way to do it the other way that didn't seem like it was going to lead to some kind of coupling hell.
[14:16:11]
<zellfaze>
This method does require a lot of stuff to get a reference to the MapManager, but that should be simple enough.
[14:16:45]
<otso>
Yeah. I like it
[14:17:30]
<otso>
I had another exam earlier this week actually, so I kind of focussed on that for a few days, but I did double the resolution of the sprites
[14:17:52]
<otso>
And I looked at some pixel art tutorials. I think it's starting to look more cohesive now.
[14:19:15]
<otso>
Also, the player can now idle in each direction.
[14:20:00]
<otso>
Other than that, I have made a plan for how to make the player customizeable
[14:20:50]
<otso>
At first I was thinking of drawing many separate body parts, but now I'm thinking to draw a small number of white/gray generic shapes
[14:21:05]
<otso>
then I can apply different tints in godot
[14:21:35]
<zellfaze>
I do like that modulate option to apply tinting.
[14:22:15]
<otso>
Yeah. I feel like it will mean more personalization with less drawing, and fewer sprites to store
[14:22:46]
<otso>
This morning I also started writing code to change the cursor red if you tried to walk somewhere you couldn't, but I didn't get far
[14:23:09]
<otso>
That's all for me
[14:23:46]
<rpite>
I just cleaned up some code in main_menu.gd and options.gd
[14:24:16]
<rpite>
I have some bugs left to fix for the options menu
[14:24:54]
<zellfaze>
Good call adding those consts to the main menu.
[14:25:16]
<rpite>
thanks
[14:26:09]
<otso>
Ooh, I hadn't even looked at that.
[14:26:47]
<otso>
would it be worth exporting any of them for setting in the godot ui, or does it not really matter?
[14:27:37]
<zellfaze>
I don't mind setting them from code. It's the root node.
[14:27:51]
<zellfaze>
If it was a scene we would be instantiating in another scene I'd say export them.
[14:27:58]
<otso>
Ok. That makes sense
[14:30:26]
<zellfaze>
Do ya'll think the cursor would make more sense as a child of the player scene instead of a sibling with a reference?
[14:31:03]
<zellfaze>
I feel like I probably should have done that to begin with.
[14:31:26]
<otso>
I was wondering that actually when I looked at it.
[14:31:53]
<zellfaze>
Yeah, I'll move that. lol
[14:31:57]
<otso>
on that note should _tile_at_position be more global so that cursor can easily access it?
[14:32:18]
<otso>
I noticed it's in concept_art's code right now as a local function.
[14:32:42]
<zellfaze>
That is dead code. I should have removed it. Sorry.
[14:32:46]
<zellfaze>
Nothing calls that function.
[14:33:12]
<zellfaze>
The function that is used instead is MapManager:world_to_map()
[14:34:23]
<zellfaze>
The cursor gets a reference to a MapManager from the Player. The player gets it from an exported NodePath reference. (I did figure that the Player should be a sibling with a reference to and not a child of, the MapManager node)
[14:35:46]
* zellfaze
should rename that exported property to map_manager from tile_map also.
[14:36:26]
<otso>
Thanks. I see that does the same thing now.
[14:36:50]
<rpite>
main menu now loads options upon start up
[14:37:15]
<zellfaze>
It works off the assumption that the first TileMap is the ground. I should probably document that somewhere.
[14:37:30]
<zellfaze>
rpite: Woot!
[14:37:31]
<rpite>
should we assign different scenes/scripts to ourselves?
[14:37:39]
<otso>
Yeah, I was thinking of adding it to coding standards.
[14:37:52]
<otso>
Should I add that the second one should be "Fixed scenery above the ground"
[14:38:02]
<zellfaze>
otso: Yes
[14:38:03]
<otso>
or should those be imported as unique objects?
[14:38:18]
<otso>
Ok.
[14:38:21]
<zellfaze>
rpite: I'm not sure.
[14:39:04]
<zellfaze>
rpite: If you'd like to take responsibility for any of them, sure, but I think there isn't really enough space yet to start partitioning it.
[14:39:05]
<otso>
Brief aside: in irssi your name just turned yellow for a single message. All other times it is black. Was that an irc command, or a weird client thing?
[14:39:24]
<zellfaze>
otso: Like this?
[14:39:28]
<otso>
Yes.
[14:39:29]
<zellfaze>
It's because I wrote your name.
[14:39:39]
<otso>
Oh! that makes sense.
[14:39:42]
<rpite>
ototsoso
[14:39:55]
<rpite>
otsootso
[14:40:02]
<rpite>
rpiterpite
[14:40:06]
<rpite>
rpite
[14:40:07]
* zellfaze
is curious if that works. xD
[14:40:18]
<rpite>
zellzellfazefaze
[14:40:22]
<zellfaze>
Nope.
[14:40:26]
<zellfaze>
Well worth a shot.
[14:41:35]
<otso>
Well, for the record irssi is more fun than ircII
[14:43:32]
* zellfaze
removed that dead code.
[14:44:13]
<zellfaze>
So one more thing I wanted to ask about.
[14:44:28]
<zellfaze>
rpite: The timing of these meetings, you wanted them moved.
[14:44:40]
<zellfaze>
Is there a better time that works for you than this?
[14:44:59]
<rpite>
no, 2pm est is fine
[14:45:15]
<rpite>
I thought we had a coding session on thursday at 5pm est
[14:45:26]
<zellfaze>
Oh!
[14:45:37]
<zellfaze>
I'm happy to do those weekly if ya'll want to.
[14:45:44]
<zellfaze>
I didn't realize that is what you had in mind.
[14:46:14]
<zellfaze>
(Though I think this Thursday is Thanksgiving, so I may not be free)
[14:46:21]
<otso>
I saw far too late that you had been there. Sorry, I also thought it was a one time occurence.
[14:46:38]
<otso>
Yeah, I will not be able to this thursday either
[14:47:15]
<rpite>
sure, barring holidays do you want to add thursday for collaborative coding?
[14:47:40]
<rpite>
I don't know if you guys think it's useful or not
[14:47:46]
<otso>
Works for me!
[14:48:01]
<zellfaze>
It was definitely useful.
[14:48:11]
<zellfaze>
And it forces me to actually schedule some time to get stuff done.
[14:48:16]
<zellfaze>
So that works for me.
[14:48:41]
<rpite>
ok, then we can add thursday as a coding session after this thanksgiving
[14:48:48]
<rpite>
we can always cancel it if necessary
[14:49:11]
<zellfaze>
18:00 still?
[14:49:39]
<rpite>
5pm or 6pm est is fine for me
[14:49:52]
<rpite>
I might have to check my schedule for next semester though
[14:50:14]
<rpite>
it's not final since I have to wait for acceptance into something by the school
[14:50:21]
<otso>
That works for me too.
[14:50:52]
<zellfaze>
Alright 18:00 it is for now, but it can always be changed later.
[14:51:11]
<rpite>
est?
[14:51:15]
<rpite>
or cst?
[14:51:19]
<zellfaze>
EST
[14:51:20]
<zellfaze>
Sorry.
[14:51:32]
<rpite>
ok, that works for me
[14:51:58]
<otso>
Perfect
[14:53:52]
<zellfaze>
If there is nothing else to add, I'm going to go make some food and get ready for some stuff tonight.
[14:54:13]
<rpite>
ok
[14:54:17]
<rpite>
nothing from me
[14:56:08]
<otso>
Ok. Nothing from mee either.
[14:56:18]
* zellfaze
is pushing minutes
[14:58:03]
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<otso>
see ya
[14:59:13]
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<rpite>
bye
[14:59:17]
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2020-11-21.logJump to top

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2020-11-20.logJump to top

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2020-11-19.logJump to top

[16:59:22]
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[17:03:35]
<rpite>
hello
[17:20:49]
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[18:10:04]
<rpite>
I guess we meet on sunday like usual?
[18:10:44]
<rpite>
2:00 PM EST
[18:12:56]
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2020-11-16.logJump to top

[13:08:44]
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[13:09:17]
<zellfaze>
Are we doing 14:00 EST?
[13:24:27]
<zellfaze>
I'ma say that's a yes. xD
[14:41:06]
<zellfaze>
Maybe not. Lol
[16:48:37]
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2020-11-15.logJump to top

[13:11:19]
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[13:11:43]
<otso>
dq/quitq
[13:11:45]
<otso>
dq/qui
[13:11:47]
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[14:18:11]
<rpite>
hello
[14:18:17]
<rpite>
tor was blocked at the library
[14:18:22]
<rpite>
I used bridges
[14:18:25]
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[14:18:29]
<otso>
Ok.
[14:18:38]
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[14:18:49]
<rpite>
is zellfaze here
[14:20:53]
<otso>
I haven't seen him.
[14:21:31]
<rpite>
he said friday he was going to an action
[14:21:42]
<rpite>
tomorrow *
[14:21:50]
<rpite>
so he left on saturday
[14:22:07]
<otso>
yeah
[14:24:58]
<otso>
I am hesitant to assume much after last weekend.
[14:26:20]
<otso>
should we wait a bit?
[14:26:25]
<rpite>
yeah
[14:54:39]
<otso>
well, should we postpone this meeting, go on without him, or keep waiting?
[14:54:51]
<rpite>
I think we should postpone the meeting
[14:55:00]
<otso>
Yeah. That seems good to me.
[14:55:35]
<otso>
Well, we met friday anyways
[14:55:50]
<rpite>
yeah
[14:56:37]
<rpite>
I'll leave and check back later to see if he's here
[14:56:51]
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2020-11-12.logJump to top

[17:15:05]
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*** Server
sets mode: +PH 20:7
[17:16:26]
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[17:16:31]
<otso>
Hello, ZNC was down
[17:16:33]
<otso>
Sorry about that
[17:16:36]
<otso>
It's back up now
[17:16:38]
<zellfaze>
No worries.
[17:17:11]
<rpite>
how should we track bugs?
[17:17:49]
<otso>
Hm... We could just make a plaintext file in the root of ClasslessGames?
[17:17:59]
<otso>
That way it's always with the project, and tracked by git?
[17:18:12]
<rpite>
how do we reproduce them easily
[17:19:11]
<zellfaze>
I made a folder named DebugScenes earlier. Could leave a scene or a script in there that demonstrates the bug.
[17:20:01]
<zellfaze>
I made the folder figuring it would be a good idea to keep debug and test scenes and scripts out of the main scenes folder so they don't clutter stuff up
[17:20:12]
<otso>
Yeah, that makes sense
[17:21:09]
* zellfaze
has been working on the TextDialog box during the day. I think it's almost at a useful point.
[17:21:37]
<zellfaze>
It can do multiple choice and text input now, and have short conversations programmed into it.
[17:22:10]
<otso>
\me is checking it out now
[17:23:30]
<zellfaze>
I need to fix a few issues, biggest of them is that if you call display() while it is still displaying, it just falls apart. But that is an easy check.
[17:23:56]
<zellfaze>
Also need to maybe add a few more signals so that you can add text to it on the fly, mid-conversation, more easily.
[17:25:19]
<rpite>
do we still need the farming tilesheet
[17:25:30]
<otso>
That makes sense. It looks good.
[17:25:51]
<otso>
^I don't think so
[17:27:12]
<zellfaze>
I've been using _ at the beginning of variables and functions to denote that they are private. Would ya'll mind if we adopted that generally? I think it is part of the Godot best practices also.
[17:28:12]
<otso>
Sounds good. I will update the scripts I have added accordingly, and fix up any other best-practices I missed
[17:28:25]
<rpite>
sure
[17:31:36]
<otso>
I pushed it only about an hour ago, but I remade the player's Idle sprite
[17:32:15]
<otso>
Do either of you have any thoughts on the remake? It's more detailed, and it's still not quite right but the extra resolution gives me a bit more fluidity of movement
[17:33:38]
<otso>
I was thinking about doubling the resolution on all the sprites, because I thought a bit more detail could help the vegetables look a bit more distinct
[17:33:44]
<zellfaze>
Yeah, I definitely like that.
[17:34:09]
<zellfaze>
I have been having to at least triple their size for stuff that doesn't support scaling.
[17:34:18]
<zellfaze>
So that would make that easier too.
[17:35:35]
<otso>
Cool. I will work on transitioning everything. The other more static stuff should be quicker than the player.
[17:38:41]
<rpite>
should we move all scripts to their own directory
[17:40:11]
<zellfaze>
I think it would be best to keep them with the scenes that they are most associated with.
[17:40:18]
<otso>
I am not sure. Since we are already organizing by scene, wouldn't that make it less organized
[17:40:22]
<otso>
oh.
[17:40:34]
<zellfaze>
Though, we may eventually want to make a misc scripts folder.
[17:41:13]
<zellfaze>
I like how we currently do things.
[17:44:02]
<zellfaze>
Regarding the Options menu. Here is my plan if there is no objections:
[17:44:40]
<zellfaze>
Move load_options() -> void into Configuration.gd and rename it to apply_visual_options_to_theme(theme: Theme) - void
[17:44:52]
<zellfaze>
That way that can be run on the main menu at game launch
[17:45:00]
<rpite>
do you guys ever want to talk on voice chat
[17:45:13]
* zellfaze
doesn't mind that.
[17:45:17]
<zellfaze>
I have a mic, but no camera.
[17:45:20]
<rpite>
text is kind of slow
[17:45:48]
<otso>
That makes sense.
[17:45:50]
<otso>
Oh, sure
[17:46:02]
<zellfaze>
Jitsi?
[17:46:08]
<rpite>
matrix uses jitsi I think
[17:46:27]
<otso>
jitsi is my preference too
[17:46:37]
<zellfaze>
If Matrix has a voice chat I am willing to use it.
[17:46:55]
<rpite>
the matrix app has voice chat
[17:46:59]
<rpite>
not sure what it uses
[17:47:06]
<otso>
oh ok.
[17:47:54]
<otso>
On my app (I don't use element) it just opens jitsi when I click it
[17:48:07]
<otso>
the video chat button I mean
[17:49:41]
<rpite>
okay
[17:50:24]
<rpite>
can you hear me
[17:50:49]
<rpite>
otso are you able to join
[17:51:26]
<otso>
Not sure. If there was a link then no, but I could get element
[17:52:14]
<zellfaze>
rpite and I got onto the voice chat in Element, and we are just going to switch to plain jitsi.
[17:52:20]
<zellfaze>
That should work for you yeah?
[17:52:27]
<otso>
Yep
[17:52:33]
<rpite>
yeah I'm on jitsi now
[17:52:43]
<zellfaze>
The link that was shared a little bit ago?
[17:53:05]
<otso>
That works. That's just the room my app made
[17:53:20]
<otso>
I guess we could also just pick a name and reuse it in the future though
[17:54:58]
<otso>
One moment. I'm downloading the jitsi app. My browser interface was terrible
[19:35:01]
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2020-11-10.logJump to top

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2020-11-09.logJump to top

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2020-11-08.logJump to top

[12:57:30]
*** Joins:
rpite (~rpite@62.102.148.68)
[12:59:52]
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otso (~otso@c-68-56-112-247.hsd1.mi.comcast.net)
[13:03:44]
<rpite>
https://twitter.com/QuickTake/status/1323827589321007105
[13:07:48]
<otso>
I can't exactly tell what's happening in that video, but it says two people were arrested.
[13:08:11]
<rpite>
I think he may have been arrested
[13:08:28]
<otso>
Ah shoot
[13:09:04]
<rpite>
Let's wait 10 more minutes
[13:09:15]
<otso>
Well, do you know of any way we can help him?
[13:09:49]
<rpite>
No idea
[13:11:21]
<otso>
Well, hopefully he will let us know when he is capable of contacting us with any requests
[13:11:28]
<otso>
But, yeah. I'm happy to wait.
[13:11:41]
<otso>
In the mean time, I had a chance to check out some of your changes.
[13:11:52]
<otso>
The menu looked a lot better.
[13:12:05]
<otso>
I like the way you did the background based on time of day.
[13:12:16]
<otso>
And the running works well.
[13:12:24]
<rpite>
thanks
[13:13:44]
<otso>
I will have to update the character sprite this week so running looks a bit more natural
[13:14:13]
<rpite>
got it
[13:14:39]
<rpite>
your tomato and pumpkin animations are good
[13:14:54]
<otso>
Thanks. I was proud of them.
[13:14:54]
<rpite>
I have to find a way to turn it into a game mechanic
[13:15:00]
<otso>
I can work on that too.
[13:15:41]
<otso>
I meant to get more done this week, but I couldn't focus much.
[13:15:49]
<rpite>
haha election?
[13:15:51]
<otso>
I did make a couple touch-ups to the sprite
[13:16:00]
<rpite>
ok
[13:16:51]
<otso>
Yeah
[13:17:19]
<otso>
I wasn't really doing anything, but still just couldn't get very motivated
[13:19:00]
<otso>
So, sorry about that.
[13:19:26]
<rpite>
it's okay.
[13:19:58]
<rpite>
I think zellfaze is arrested
[13:20:12]
<otso>
Yeah, that'd check out
[13:20:23]
<rpite>
let's talk in matrix
[13:20:33]
<otso>
Ok. Sounds good
[13:20:48]
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[13:21:02]
<zellfaze>
Sorry for being late.
[13:21:31]
<rpite>
oh
[13:22:10]
<otso>
Hello, no problem. Are you well?
[13:23:50]
<zellfaze>
I'm sorry for worrying everyone.
[13:23:56]
<zellfaze>
I am well, but tired AF.
[13:24:06]
<otso>
That's understandable
[13:24:17]
<rpite>
it's good to hear
[13:25:12]
<zellfaze>
I didn't get anything co-op related done, but I'm sure ya'll saw the marches, so it was a productive week at least.
[13:26:07]
* zellfaze
is going to pull the game to see the menu.
[13:27:05]
<otso>
Sounds good.
[13:27:18]
<otso>
Who is taking minutes this week by the way?
[13:27:25]
<rpite>
me
[13:29:06]
<otso>
Ok. Thank you
[13:33:50]
<zellfaze>
I like the running. I think we should change it to left shift by default. I think that is the standard run button usually yeah?
[13:34:00]
<rpite>
sure
[13:34:09]
<rpite>
I can add an option in the options menu
[13:34:13]
<zellfaze>
The cloud dancing on the main menu looks pretty too.
[13:34:19]
<rpite>
thanks
[13:35:13]
<otso>
I don't mind space as a toggle and hold-shift to run. Would that make sense?
[13:35:33]
<rpite>
yes
[13:36:24]
<zellfaze>
That would make sense yeah.
[13:36:49]
<zellfaze>
ResourceSaver.save("res://scenes/Options/Options.tscn", packed_scene) <-- This will break if we ever try to run the game outside of the editor.
[13:36:57]
<rpite>
oh
[13:37:05]
<zellfaze>
res:// is read-only unless you are running from the editor.
[13:37:28]
<zellfaze>
We have to save things to user://
[13:40:26]
<otso>
OK.
[13:41:04]
<rpite>
I'll try to merge with your changes for next meeting
[13:41:42]
<otso>
Maybe we should add a document for best-practice/guidelines like that.
[13:41:51]
<zellfaze>
That's a good idea!
[13:41:52]
<otso>
I'm sure you mentioned it before.
[13:42:19]
<zellfaze>
Yeah, I think I mentioned it a few weeks ago, but I don't mind mentioning it again. :)
[13:42:44]
<zellfaze>
It is a good idea to write it down though. I can put together a document really fast.
[13:43:10]
<zellfaze>
Actually, we have one named CodingStandards.md already.
[13:43:56]
<otso>
Oh lol. We can continue to add to that.
[13:43:56]
<zellfaze>
I can just add a best practices section to that. I'll put in the accessibility font size guidelines too
[13:44:35]
<otso>
Thanks.
[13:48:27]
<zellfaze>
Also added tabs not spaces to GD Script standards.
[13:48:43]
<otso>
Cool. That makes sense.
[13:49:09]
<zellfaze>
I usually use spaces personally, but we as a group seem to have settled on tabs.
[13:49:19]
<zellfaze>
Lol
[13:49:49]
<otso>
I like the matra
[13:50:01]
<otso>
"tabs for indentation, spaces for alignment"
[13:50:05]
<otso>
*mantra
[13:50:49]
<otso>
so I did it without thinking, but if spaces are preferable, it is easy for me to switch
[13:50:54]
<zellfaze>
Interesting, I'd never heard that before. Quick googling, is that a vim thing?
[13:50:58]
<zellfaze>
No, I'm fine with that.
[13:51:16]
<zellfaze>
As long as we are consistent, and so far we seem to have been.
[13:51:19]
<otso>
No, I've seen it in various standards
[13:51:42]
<otso>
but that way when you switch editors, the code can change based on everyone's preference
[13:52:08]
<otso>
So If i like 8 spaces, rpite likes 4 and you like 2 we can all set tabstop to our own liking
[13:52:21]
<otso>
and it won't break readability
[13:52:43]
<zellfaze>
That makes complete sense to me.
[13:55:25]
<otso>
Well, sounds like rpite is the only one to have gotten things done this week.
[13:55:52]
<rpite>
anything for todo zellfaze?
[13:56:36]
<zellfaze>
Do what I was supposed to do the past two weeks. Lol. Now that the election is done, I should have more time.
[13:56:52]
<zellfaze>
I think I am also going to make the buttons on the main menu a bit prettier.
[13:57:01]
<zellfaze>
Make 9Patch styles for them.
[13:57:52]
<rpite>
pushed meeting
[13:59:13]
<zellfaze>
I love git.
[13:59:45]
<otso>
I will make a point of setting aside at least an hour a day or something so I can get more done this week too.
[14:00:00]
<otso>
I do too. Using it for this has helped me get into it and it does help a lot
[14:00:35]
<zellfaze>
I just looked at the last few commits in git gui history visualizer, and that would have been a mess with SVN.
[14:03:54]
<otso>
I haven't used svn, but yeah, I can imagine it being difficult
[14:04:02]
<otso>
You talking about PlantRebellion's history?>
[14:04:48]
<zellfaze>
coop-minutae
[14:06:37]
<otso>
Oh yeah, especially with the branches
[14:06:56]
<otso>
I like cgit's ascii tree too
[14:12:05]
<otso>
Mostly unrelated, but have either of you heard of MilkyTracker?
[14:12:28]
<rpite>
now I have
[14:12:34]
<zellfaze>
^^
[14:12:36]
<otso>
It's for making chip tunes and it's pretty fun.
[14:12:46]
<zellfaze>
Interesting.
[14:12:59]
<rpite>
cool
[14:14:02]
<otso>
Nothing more to add. I tried it out a bit yesterday, but have nothing we could use yet. I might try to think up a tune for the menu this week if I'm feeling inspired
[14:14:28]
<rpite>
ok
[14:21:24]
<otso>
Well. Anything else from anyone, or anything you'd like me to do this week?
[14:21:46]
<rpite>
nothing from me
[14:23:53]
<otso>
Ok.
[14:25:17]
<otso>
Zellfaze, let me know if you need anything for the menu buttons
[14:26:29]
<zellfaze>
Can do. Thank you.
[14:26:57]
<zellfaze>
Nothing more from me either
[14:28:41]
<rpite>
if you decide to change the buttons change the theme also
[14:30:59]
<zellfaze>
Can do
[14:31:14]
<rpite>
we should code together
[14:33:04]
<zellfaze>
Yes
[14:33:17]
<zellfaze>
I agree
[14:33:36]
<otso>
I'm down.
[14:33:38]
<rpite>
what day and time
[14:34:02]
<zellfaze>
Not Monday.
[14:34:25]
<otso>
Not sunday evening for me. Lots of homework.
[14:35:27]
<rpite>
what about wednesday/thursday
[14:35:50]
<zellfaze>
I could do that
[14:36:57]
<rpite>
what time
[14:38:16]
<otso>
Works for me too. Maybe at 4 or 5?
[14:38:33]
<rpite>
either are okay for me
[14:38:49]
<rpite>
for thursday
[14:40:55]
<zellfaze>
EST?
[14:41:02]
<zellfaze>
Or another timezone?
[14:41:17]
<rpite>
5 pm EST Thursday
[14:41:23]
<zellfaze>
I'm down
[14:41:57]
<otso>
Works for me
[14:45:03]
<otso>
This is a good idea.
[14:45:08]
<zellfaze>
I'll see ya'll then.
[14:45:13]
<rpite>
ok
[14:45:13]
<otso>
I'm looking forward to it
[14:45:23]
<otso>
See ya, thanks for your work this week
[14:45:31]
<rpite>
np
[14:45:34]
<rpite>
bye
[14:45:38]
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2020-11-07.logJump to top

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2020-11-06.logJump to top

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2020-11-05.logJump to top

[18:37:32]
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[18:37:42]
<otso>
Oh my gosh, I forgot to push the last meeting
[18:37:45]
<otso>
It's up now
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2020-11-01.logJump to top

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[12:57:50]
<zellfaze>
I'm running slightly behind. I'm sorry. I'll be here in like 10.
[12:58:03]
<zellfaze>
I dig the irony of posting that here now also.
[12:59:31]
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[12:59:56]
<otso>
Ok
[13:15:32]
<otso>
Rpite, are you here? How was your week?
[13:15:33]
<zellfaze>
Alright. I amhere.
[13:15:36]
<otso>
Cool
[13:15:38]
<zellfaze>
Sorry for that.
[13:15:40]
<rpite>
hello
[13:15:41]
<otso>
No problem.
[13:17:44]
<otso>
I think it's my turn for minutes, right?
[13:17:56]
<zellfaze>
Yes
[13:18:01]
<rpite>
yup
[13:18:08]
<otso>
Awesome.
[13:18:17]
<otso>
Zellfaze, thanks for the template. That's great
[13:18:46]
<otso>
I guess we might as well start.
[13:19:00]
<otso>
Everyone approve of last week's minutes?
[13:19:14]
<rpite>
yes
[13:19:18]
<zellfaze>
They look fine to me.
[13:19:25]
<otso>
Me too.
[13:20:11]
<otso>
OK. I'll start with my todo.
[13:20:26]
<otso>
I watched the video about accessibility.
[13:20:55]
<otso>
It was informative. I was curious about implementing voice-over elements but from what she mentioned, it sounded somewhat difficult
[13:21:24]
<otso>
I posted my test game.
[13:21:36]
<otso>
It should be there under "Asteroids"
[13:21:42]
<otso>
And I worked on sprites a lot.
[13:21:50]
<otso>
I got seeds and a few plants, but not corn yet.
[13:22:43]
<otso>
I also added tomatoes and pumpkins as an animated sprite just to see how it worked, but when we figure out how to interact with plants we may want to rethink how we add them.
[13:23:21]
<zellfaze>
As far as implementing Text-to-Speech goes, I found this the other week.
[13:23:25]
<zellfaze>
https://github.com/bruvzg/godot_tts
[13:23:33]
<zellfaze>
"This GDNative module implements minimal native text-to-speech interface for Godot Engine on Windows, macOS and Linux."
[13:24:32]
<zellfaze>
Eventually it will probably be a good idea to create resource files for each of the plants.
[13:25:32]
<otso>
Ooh. Sounds great.
[13:26:04]
<otso>
And I agree.
[13:26:14]
<zellfaze>
I implemented a Configuration singleton that can store options and other persistant stuff into an ini file in the users home.
[13:26:37]
<rpite>
I saw that
[13:27:03]
<zellfaze>
I also made a TextDialog scene that displays textbox with your text in it. I am planning to next add support for you to input multiple choice questions.
[13:27:50]
<zellfaze>
It will emit a signal with the question and the user's selection when they make it.
[13:28:29]
<zellfaze>
I don't think I will likely be able to do much this week. This is election week.
[13:28:41]
<rpite>
Cool
[13:28:50]
<rpite>
I'm still trying to merge with zellfaze's changes
[13:28:51]
<zellfaze>
I will try to check in so ya'll know I haven't been arrested.
[13:29:05]
<rpite>
ok
[13:29:15]
<zellfaze>
Shit sorry about that rpite. I tried not to change too much just in case you had a branch
[13:29:24]
<rpite>
It's fine
[13:30:05]
<rpite>
I fixed the options menu, added reset button, and added day/night and cloud animations
[13:30:39]
<rpite>
It should change main menu to match time
[13:30:53]
<rpite>
Clouds are somewhat randomized
[13:30:56]
<otso>
I like that.
[13:31:04]
<rpite>
Reset button is not working
[13:31:12]
<otso>
I will have to look at both of your changes to see how it works.
[13:32:12]
<otso>
About the reset button, I had trouble resetting in my test game too.
[13:32:30]
<zellfaze>
The options menu was saving over the options menu file.
[13:32:34]
<otso>
For physics elements, you need to use special rules to reset it because positions are handled by a separate process
[13:32:39]
<zellfaze>
Oh.
[13:32:49]
<otso>
oh, ok. My comment was unrelated then
[13:32:49]
<zellfaze>
I thought you meant something else. Sorry.
[13:32:58]
<otso>
He probably did.
[13:33:22]
<rpite>
I'm resetting the font_color/font of the theme
[13:33:41]
<zellfaze>
rpite: Could we save the default theme file somewhere and just load that again as a reset?
[13:33:45]
<rpite>
Actually reset button works but its buggy
[13:33:57]
<rpite>
We could but I don't think we need to
[13:33:57]
<zellfaze>
Combined with running Configuration:load_deafults()
[13:34:01]
<zellfaze>
Oh okay.
[13:34:54]
<otso>
Are the clouds good as they are, or would you like more to randomize from?
[13:35:00]
<otso>
I am happy to draw a few more
[13:35:13]
<rpite>
I haven't randomized shape/texture yet
[13:35:19]
<rpite>
I think we have enough though
[13:35:48]
<otso>
Ok.
[13:36:06]
<rpite>
Might be a way to mutate the shape in godot
[13:36:42]
<otso>
Worth a try.
[13:36:49]
<zellfaze>
Yeah.
[13:37:45]
<zellfaze>
I made a 9Patch from the Main Menu sign to use as the text dialog box.
[13:37:59]
<zellfaze>
I don't know if that would be helpful for you to look at for the main menu.
[13:38:10]
<zellfaze>
The same technique works with buttons too.
[13:38:13]
<zellfaze>
Afaik
[13:39:54]
<otso>
I saw that. That's a good idea.
[13:41:49]
<otso>
Well, anything else we did, or anything else to report?
[13:42:17]
<otso>
I will probably draw more plants this week, and continue to touch-up the parts of the sprites that look weird
[13:42:57]
<zellfaze>
I don't have much else to report. Once I get the TextDialog seen where I want it, I want to make a inventory panel.
[13:43:19]
<otso>
Ooh. Let me know if you need any assets for that.
[13:43:29]
<zellfaze>
And by not much else I mean nothing else. Sorry I shouldn't have hedged that.
[13:43:48]
<zellfaze>
Yes, I definitely will need some, but I am going to finish the TextDialog first.
[13:43:57]
<otso>
No problem. Speech is weird.
[13:44:02]
<zellfaze>
Um, a set up up down left and right arrows would be useful though actually.
[13:44:17]
<zellfaze>
I made a down arrow for the bottom right corner of the box, but you could probably make a better one.
[13:44:26]
<otso>
Ok. I will look at it.
[13:44:37]
<rpite>
I can just add options to set keyboard shortcuts
[13:45:24]
<rpite>
I will try to fix the reset button and maybe add game mechanics
[13:45:26]
<otso>
Cool. I like when games have a good menu for keyboard input
[13:46:56]
<otso>
Sounds like a plan. I'll message if I change anything with the plants (how they are imported, or how player interacts with them)
[13:47:23]
<otso>
I wouldn't want to have us overwrite each other's changes
[13:47:33]
<rpite>
ok
[13:47:40]
<rpite>
do any of you have ideas for game mechanics
[13:48:31]
<zellfaze>
I was figuring first one to get implemented would be probably be plants and their growth.
[13:48:42]
<otso>
Good idea
[13:48:48]
<otso>
And eventually, some interaction with plants.
[13:49:05]
<zellfaze>
Yeah, we could probably simulate a bit more than Stardew does.
[13:49:36]
<otso>
I was thinking that too. Because we are focussing on the plants specifically, It makes sense to have more interaction
[13:49:37]
<zellfaze>
I was thinking perhaps keeping track of soil nitrogen levels and shit like that.
[13:49:54]
<otso>
I can make some underwatered alternatives to the sprites.
[13:50:38]
<otso>
and I'm sure my partner can tell me other plant-diseases/deficiencies and how they'd look
[13:52:57]
<zellfaze>
I want to commit to more, but this week is going to be a mess.
[13:53:03]
<otso>
Yeah. I understand.
[13:53:21]
<rpite>
it's fine
[13:53:38]
<zellfaze>
After the TextDialog, I'll try to do some inventory stuff, that should help with your work on some basic game mechanics rpite.
[13:53:48]
<rpite>
cool
[13:54:16]
<zellfaze>
I will commit to trying to find a way to get plants saved into and loaded from resource files.
[13:54:33]
<zellfaze>
I think, provided I don't get arrested that should be a quick enough task.
[13:54:56]
<zellfaze>
I'm sorry to add that right here at the end, but I want to do something this week.
[13:55:08]
<otso>
No problem.
[13:56:30]
<otso>
I have added it to the todo.
[13:56:41]
<otso>
I hope you aren't arrested and that you have a safe, productive week
[13:57:12]
<otso>
Obviously, even if you aren't arrested it's a big week, and, if things go depressingly it might be hard to work.
[13:57:16]
<rpite>
If you want to communicate something that needs to be encrypted you can use matrix
[13:57:32]
<otso>
Definitely.
[13:58:18]
<zellfaze>
Yeah
[13:58:26]
<zellfaze>
I'll let ya'll know what's up.