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Messages - Arantor
5221
Features / Re: Fixing mismatched BBCode
« on December 11th, 2011, 09:12 PM »
No, li doesn't have to authorise that. The only rule it really needs is that li must be inside a list. Then the trick is making sure where list is, which IIRC is anywhere that a block context allows it to be.
5222
Off-topic / Re: Doctor Who
« on December 11th, 2011, 08:23 PM »
Quote
So Christmas specials aren't included in the season DVDs?
Well... season 2's boxed set had the one between series 1 & 2, season 3's boxed set had the one between series 2 & 3, season 4's boxed set had the one between 3 & 4. The specials between series 4 & 5 were a set of their own (so series 5 didn't have a Christmas special in it (as it was in the Specials boxed set, because it was the two part End of Time). Season 6's boxed set contains the between 5 & 6 Christmas special and the upcoming 2011 Christmas special will be in series 7's boxed set, I'd imagine. Though it'll be on sale independently too.
5223
Off-topic / Re: I couldn't sleep
« on December 11th, 2011, 08:01 PM »
*nods* I believe so but I wonder how much of that is related to the graphics hardware on the Mac itself (not knowing it in much depth)

One thing I do know, iOS itself works with OpenGL so that does make 3D graphics on portable devices a viable option.
5224
Off-topic / Re: I couldn't sleep
« on December 11th, 2011, 07:27 PM »
Therein lies the challenge. iOS only extends multi-touch connectors to the user, with click handlers mimicking single-presses in multi-touch contexts. While OS X has some of that too, it's not primarily geared for it and doesn't provide quite the same interfacing, so while the core language is the same, the underlying interface logic may not be the same.

Honestly, the bigger problem for converting Kyodai or similar to OS X/iOS is the fact that everything there is OpenGL oriented.
5225
Off-topic / Re: I couldn't sleep
« on December 11th, 2011, 05:21 PM »
Porting to iPhone, yes, but porting to OS X may be a bit different depending on how you handle the touch side of things.
5226
Off-topic / Re: I couldn't sleep
« on December 11th, 2011, 02:42 PM »
I'd pay, too, but really though what I'd do is make the core game free and pay for extra optional tilesets and so on.

Or, make an iPad app for it, I imagine the touch aspect would work pretty well.
5227
Off-topic / Re: I couldn't sleep
« on December 11th, 2011, 01:10 AM »
Is it wrong to admit that my best is a mere 33?

Still, if you had 5 minutes of fun playing, then it served its purpose :)
5228
Off-topic / Re: I couldn't sleep
« on December 11th, 2011, 12:46 AM »
Quote from Aaron on December 11th, 2011, 12:44 AM
Quote from Nao on December 10th, 2011, 10:44 PM
I still have plans myself for a Js game ;)
Kyodai Mahjongg, WebGL edition? ;)
Doooooo eeeeeeet :D
5229
Features / Re: Fixing mismatched BBCode
« on December 10th, 2011, 11:56 PM »
Quote
I'm trying to figure out a 'simple' way to prevent nesting 'li' tags inside others...
You're not entirely supposed to. An li can contain a sub list, provided that the sublist is contained inside a list tag (as HTML itself allows)

That's the beauty of the nesting logic as it stands - if the li > li isn't inside a list (i.e. it's not li > list > li), the inner li should not be parsed by the bbc parser. That's why preparsecode munges it first, so that you always get li being contained inside a list and not anything else.

You don't need to explicitly disallow li as a child, as IIRC disallowing as a child may even disallow it entirely in the nested chain which isn't necessarily desirable (because IIRC it would disallow the otherwise valid permutation of li > list > li)
5230
Off-topic / Re: I couldn't sleep
« on December 10th, 2011, 11:19 PM »
That's the thing, I'm finding that it's actually quite nice to have a side project that just isn't too demanding, perfectionist or otherwise. It makes a change from the multi-thousand-line things I end up working on.
5231
Off-topic / Re: I couldn't sleep
« on December 10th, 2011, 11:07 PM »
Odd, I've never heard it called Gaps before. Various other things, but not Gaps. Makes sense, though.

And yes, it would work pretty well done in jQuery.
5232
Off-topic / Re: I couldn't sleep
« on December 10th, 2011, 10:47 PM »
jQuery's nice for DOM manipulation and implementing drag and drop wouldn't be too strenuous for working with card images, but if you're working with Canvas, I'd say Impact can't be beaten, even if it is $99. The fact you get a (decent) bundled level editor is a major plus for me.

(What's a Gaps game?)
5233
Off-topic / Re: AEVA
« on December 10th, 2011, 08:33 PM »
Quote from JBlaze on December 10th, 2011, 08:27 PM
Oh file permissions, how I hate thee...
You and the rest of us!

In theory they work well but our use case just doesn't suit how they're designed and intended to be used.
5234
Off-topic / Re: I couldn't sleep
« on December 10th, 2011, 07:08 PM »
Hahaha, awesome :)

Yeah, it needs tweaks but considering that I didn't exactly attempt to balance it or anything and things like positions and spawning is pretty much random...

Theoretically, I could bundle it in Wedge; the Impact licence would allow me to do so. However, when you issue a build for a game, when it compresses all the JS files down into a single file, it uses JSMin, and even then I still end up with a 50K JS file (of which most of that is Impact) plus several hundred K of assets, of which the two background images account for most of it (my images are tiny seeing how the largest is the font, weighing in at 711 bytes)

I suppose I could try compressing it with Packer but I honestly don't know if it would work properly then.

It was just a nice couple of hours working on something that didn't have any massive code dependencies, didn't need to worry about maintenance or breakage down the line, or worry too much about security or performance.
5235
Off-topic / Re: I couldn't sleep
« on December 10th, 2011, 02:31 PM »
Well, if I were to do that, Dragooon, I'd end up with a shortened background. I didn't draw the background images, they came with one of the demo games, and I'm really no artist, so I'd probably end up having to roll my own... though maybe I could go for a black motif and use white pixels. *scratches chin* It was really just laziness on my part to reuse the images, though.

Yeah, I suppose I could bind space to screen click, actually... when you only have one control, etc. (Might prompt some interesting refactoring on the main loop though as the first thing it does is test for enter to restart. Long story as to why.)

I just intended to reuse the two buttons at the bottom, left for move, right to restart, again mostly out of laziness. I'm still amazed that I could get a game working in a little over two hours.