Submissions from 2015-02-03 to 2015-02-04 (4 total)

Didn't get much coding done yesterday, due to sickness. However, a combination of hot tea and medication put me back on track, so I finalized the combat in the game (implemented the last feature and got rid of any identifiable bugs). All I have left to do is the tutorial, and then I'll submit it to #1GAM. The tutorial is going to be a pain, because I don't really have time for anything more than a wall of text, and that's REALLY not how you should make a tutorial in a game. I'll think about a different way to implement it, but I don't want to spend a lot of time making a tutorial for a game nobody will play (a bad way of looking at it, I know, but at some point I just need to move on to my next game).

I've been having difficulty getting past a problem which caused me to not commit any code the past few days as I simply read and learned instead.

But I've conquered it! Wahey!

Essentially, I was trying to figure out how to tie my Main -> State -> Editor -> World -> TileList -> Tile structure together such that the children had no knowledge of the parent and the parents blindly passed signal context (events) to the child. This allowed Tile to listen for a click and update itself within TileList.

This is due to Elm being a functional language which doesn't have state on objects, simply functions and data. It makes everything a lot easier, once you've got your head around a couple of concepts. It is a language in early and rapid development so I'm sure this will improve.

Anyhoo, here's a gif of the initial editing a world (along with a mouse position bug due to image overlays).

SO been doing a lot of front end work for the mobile web client for my cards against humanity inspired game.

Mostly just html & css so hardly coding but its required to get the project moving forward. The placeholder UX is getting in the way of further dev work.

Today on my lunch break I was quickly able to implement "else" and "else if" statements for compilation. Something that I had been putting off because of other more important features. I was really surprised that it only took 20-30 minutes to get working, though at the moment the implementation isn't bullet-proof and could probably get a bit wonky with nested if-statements. Oh well, the base code is in there at least :)