15 Dec 2018 |
Gitlab Notifications | [VOADI/Vegan on a Desert Island] Alex Gleason closed issue Break overworld up into 256x144 screens (#77) | 00:39:45 |
Gitlab Notifications | [VOADI/Vegan on a Desert Island] Alex Gleason commented on issue Create area 1: The Beach (#4) | 00:40:41 |
Gitlab Notifications | [VOADI/Vegan on a Desert Island] Alex Gleason closed issue Create area 1: The Beach (#4) | 00:40:41 |
| Cluedrew joined the room. | 00:48:19 |
Gitlab Notifications | [VOADI/Vegan on a Desert Island] Alex Gleason commented on issue Fix origin point from 8x12 to 8x13 for NPC/animal sprites (#82) | 01:16:08 |
Gitlab Notifications | [VOADI/Vegan on a Desert Island] Alex Gleason closed issue Fix origin point from 8x12 to 8x13 for NPC/animal sprites (#82) | 01:16:08 |
Gitlab Notifications | [VOADI/Vegan on a Desert Island#master] 1 new commit by Alex Gleason | 01:39:42 |
Gitlab Notifications | - Set dialog box position so it doesn't overlap Rachel (86f4051c)
| 01:39:42 |
Gitlab Notifications | [VOADI/Vegan on a Desert Island] Alex Gleason commented on issue Set dialog box position so it doesn't overlap Rachel (#85) | 01:39:53 |
Gitlab Notifications | [VOADI/Vegan on a Desert Island] Alex Gleason closed issue Set dialog box position so it doesn't overlap Rachel (#85) | 01:39:53 |
Gitlab Notifications | [VOADI/Vegan on a Desert Island#master] 1 new commit by Alex Gleason | 01:44:26 |
Gitlab Notifications | - Uncommit the blue line!! (5c3a3a38)
| 01:44:26 |
Gitlab Notifications | [VOADI/Vegan on a Desert Island#master] 1 new commit by Alex Gleason | 02:39:43 |
Gitlab Notifications | - Move dialog y-detector back down a bit (1c293c9a)
| 02:39:43 |
Alex | !gitlab issue create voadi/voadi Use new Zoria sprites for crystal switch | 03:08:21 |
Alex | !gitlab issue create voadi/voadi Create a dungeon with new Zoria underworld tileset | 03:08:46 |
Gitlab Notifications | [VOADI/Vegan on a Desert Island] Alex Gleason opened issue Use new Zoria sprites for crystal switch (#87) | 03:08:22 |
Gitlab Notifications | [VOADI/Vegan on a Desert Island] Alex Gleason opened issue Create a dungeon with new Zoria underworld tileset (#88) | 03:08:49 |
Alex | Download Screenshot from 2018-12-14 22.40.52.png | 03:41:38 |
Alex | Experimenting with different Rachel sprites | 03:41:46 |
oclero | you should keep the same color for outlines | 10:23:51 |
oclero | it allows to give a consistent style | 10:24:06 |
Gitlab Notifications | [VOADI/Vegan on a Desert Island] Alex Gleason opened issue Refactor HUD menu script (to work in Solarus 1.6) (#90) | 14:47:17 |
Alex |
Video games such as Dwarf Fortress and Minecraft are sometimes erroneously called games . Some claim that the implicit goal in these applications is survival—but if that’s the case, at what point have you “survived” and won? If the way that you “win” is by surviving, then this is a system that cannot be won, because survival is never a condition that is fulfilled . There is no point at which victory is achieved—therefore, these titles are not contests, and being a contest is an important part of being a game . This point may be confusing, since players often add their own win conditions to these applications . When they do this, they make a game out of Minecraft in the same way that one makes a game out of a flight simulator or Legos . In these cases, a player has actually taken on the role of game designer! Minecraft itself did not ship with any rules for win conditions, and so the conditions that players add are not an inherent feature .
Thought this was interesting ^
| 15:13:11 |
Alex | "Video games are sometimes erroneously called games" is the premise | 15:13:43 |
Mary Kate | Ehh... I mean by this logic "tag" is not a game because there's no clear ending. Addionally many, if not most, video games do have a clear win state. | 15:46:50 |
Mary Kate | Maybe a more accurate analogy would be playing a game of "house" or "doctor" as a kid -- it's essentially an exercise in imagination and world-building, and I think "game" pretty much means play time in many cases. | 15:49:28 |
Alex | !gitlab issue create voadi/voadi Optimize performance of menus
It seems that using intermediate surfaces to draw stuff has a performance cost, so it's better if we can get rid of them all use a table to control xy coordinates of multiple objects instead.
Also, I noticed some Solarus games initialize all their menu assets when the game loads (as opposed to when the menu is created). This might be preferable. | 16:01:35 |
Gitlab Notifications | [VOADI/Vegan on a Desert Island] Alex Gleason opened issue Optimize performance of menus (#91) | 16:01:43 |
Gitlab Notifications | [VOADI/Vegan on a Desert Island#master] 2 new commits by Alex Gleason | 16:25:40 |