Sender | Message | Time |
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8 Feb 2020 | ||
22:44:01 | ||
22:44:19 | ||
9 Feb 2020 | ||
12:59:33 | ||
13:00:30 | ||
10 Feb 2020 | ||
Cluedrew: Mostly I consider "GUI as more friendly" an insidious stereotype. Solarus lacks readability in the GUI as well as in the code. Lisp lends code elegance, but python conventions reach more people. Code literacy should enable the curious to learn the full software stack merely by reading or testing bits of code, without any documentation. Ideally one should have every name intuitive in that way without nuance. Vague object classes such as "treasure" only make sense in a context where someone can manually define what that means rather than navigate a series of pre-defined default or worse rigid behaviors, such as whether a character picks the object with a button press or simply walks over the object or if a character can walk over the object or not. | 02:49:28 | |
9 Feb 2020 | ||
15:20:37 | ||
10 Feb 2020 | ||
To some people treasure might mean a container not the loot per say. Documentation shouldn't turn out necessary to learn literate code, rather should only speed or make learning the code more convenient. But, if that starts out a chore without any documentation, that chore magnifies to a challenge for novices uncomfortable with the terminology. | 03:02:40 | |
9 Feb 2020 | ||
15:21:37 | ||
10 Feb 2020 | ||
* To some people treasure might mean a container not the loot per say. Documentation shouldn't turn out necessary to learn literate code, rather should only speed or make learning the code more convenient. But, if that starts out a chore without any documentation, that chore magnifies to a challenge for novices uncomfortable with the terminology necessary to document code efficiently. | 03:03:52 | |
9 Feb 2020 | ||
15:21:46 | ||
10 Feb 2020 | ||
00:44:47 | ||
00:44:57 | ||
Solarus is way better documented than most free engines out there. A large portion of the team is French, so you occasionally get quirks like your treasure example (or “musics”). It’s not really that big of a deal. There are also video tutorials that greatly help with the learning curve, and the community on discord is usually pretty helpful when you still have questions. | 03:09:47 | |
07:02:03 | ||
07:02:06 | ||
15:50:49 | ||
The GUI bias I understand (but also don't agree with). The build in defaults being a bit arbitrary is a tricky thing because they are kind of arbitrary. You could get a feel for them by playing other Solarus games but ultimately anything you don't build yourself will eventually run into the same problem. I think the documentation is pretty good (https://www.solarus-games.org/doc/latest/lua_api.html). There is more work to be done of course but I have contributed to it a few times and I think it at least mentions every function and event. | 13:16:19 | |
15:54:49 | ||
Although I suppose with two people saying these sorts of things it might come off a bit defensive but most of those things are just kind of innate limits of every engine. Ease of use often pushes against the flexibility it gives you. We could make the documentation easier to access but ultimately you still need to read it to find out all those things in it. map:on_opening_transition_finished is pretty obviously named but you still need to find it. And if we knew a way to do this better we would have. | 13:25:35 | |
On the other hand I did ask for feedback and I thank you for it. I can try to keep good names in mind going forward and maybe finish the resources that let you do some scripting from the map editor. I'm just not sure how much we can do. Especially considering the size and free time of the development team. | 13:33:48 | |
18:46:05 | ||
18:46:06 | ||
11 Feb 2020 | ||
13:13:20 | ||
11:59:08 | ||
19:55:38 | ||
11:59:09 | ||
Hello | 20:36:40 | |
12:44:52 | ||
16:37:32 | ||
12 Feb 2020 | ||
20:07:17 |