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JustAnotherKay, do games w No, Steam wasn’t hacked, and your account details are safe

The other issue with periodic password changes, particularly in the workplace but also relevant in normal life, is that it causes people to write down their password. The issues with that should be glaring enough

JustAnotherKay, do games w WoW's Leeroy Jenkins, one of the internet's oldest memes, turns 20 years old—and after looking back on what we wrote in 2005, I feel like we've failed Leeroys everywhere

I did have to explain DKP

“So basically imagine if capitalists distributed loot”

JustAnotherKay, do gaming w The steam deck is just great

Mario Party… 4? Aren’t they on like 9?

JustAnotherKay, do games w Suggestions for a top down game that is genuinely different to all the others?

20 minutes till dawn and disfigure are my go-to topdowns

JustAnotherKay, do games w If you haven't done and agree, vote!

They’ve done away with some of this with the time walking features. You can actually go and level a character through those old expansions these days. I think the only one fully missing is vanilla because of the cataclysm, but then there’s vanilla wow for that

JustAnotherKay, do games w Skill issue

Same way you’re “submissive” to your boss

JustAnotherKay, do games w Someone spent 100 days mapping Super Mario's entire planet – and the result is epic

New phone, who dis?

JustAnotherKay, do gaming w Don't forget to make a 2nd save file just in case.

My point was “are state machines really that complicated? Isn’t it just something like this pseudo code and a return value from your functions?”

Basically I feel like this is a 2 step process but you seem like you either know more than I do or have a different philosophy about how this would be implemented, so I want to understand what I’m missing

JustAnotherKay, do gaming w Don't forget to make a 2nd save file just in case.

Complexity being added at updating also feels wrong to me. Let me pseudo code some rust (just the language I know best off the top of my head right now) at you, cause it feels like maybe I’m just not understanding something that’s making this seem easier than it is.


<span style="color:#323232;">Enum Game_State
</span><span style="color:#323232;">    Paused
</span><span style="color:#323232;">    Paused_Saved
</span><span style="color:#323232;">    Running
</span><span style="color:#323232;">    Loading
</span><span style="color:#323232;">    Exit
</span><span style="color:#323232;"> 
</span><span style="font-style:italic;color:#969896;">///Technically you could make Menu() part of the enum but I'd probably leave it elsewhere
</span><span style="color:#323232;">
</span><span style="color:#323232;">Match Game_State
</span><span style="color:#323232;">    Paused </span><span style="font-weight:bold;color:#a71d5d;">=></span><span style="color:#323232;"> Menu()
</span><span style="color:#323232;">    Paused_Saved </span><span style="font-weight:bold;color:#a71d5d;">=></span><span style="color:#323232;"> Menu()
</span><span style="color:#323232;">    Running </span><span style="font-weight:bold;color:#a71d5d;">=></span><span style="color:#323232;"> Main_Loop()
</span><span style="color:#323232;">    Exit </span><span style="font-weight:bold;color:#a71d5d;">=></span><span style="color:#323232;"> Exit()
</span>

And then your other functions always return a game_state. You’re right that adding that return would be a huge undertaking if it’s not handled in the initial building of the game, but it’s a QoL for the user that’s easily maintainable and is therefore worth doing IMO. But these two things, defining the possible game states and then always routing decisions through that game state, makes this kind of feature relatively doable

JustAnotherKay, do gaming w Don't forget to make a 2nd save file just in case.

I think we write our code in different enough ways that we’re not seeing eye to eye.

Tracking the state of the game being paused, when the menu is open and when the game is saved can all be a single match statement on a current “game state” variable which just holds “running/paused/paused and saved/exit” and when it becomes exit, it checks the save time. Only 2 lines of code and adding an enumerated state to the variable to add this functionality. Since the variable is enumerated, it’s really difficult to mess it up when refactoring because if you can’t pass the wrong code or else your game doesn’t save or close

JustAnotherKay, do gaming w Don't forget to make a 2nd save file just in case.

I feel like I’ve seen a “Time since last save:” line on enough games to find it hard to believe that “paused and saved” is difficult to check for lol

These are variables that already exist in most games, it just needs one more line of code to check them

JustAnotherKay, do gaming w Don't forget to make a 2nd save file just in case.

Do you not need to store that state to pause the game anyway? How else would you end the menu loop?

JustAnotherKay, do games w Players Actually Sent Me 500 Word Essays For My Narrative Game (Full Story):

I watched Markiplier play this game years ago and totally forgot about it, unless I’m misremembering. It’s cool to run into the dev on Lemmy!

JustAnotherKay, do games w Ubisofts stock tanked this morning ahead of the markets opening

Unless you care about their use of Denuvo

JustAnotherKay, do games w Day 55 of posting a Daily Screenshot from the games I’ve been playing until I forget to post Screenshots

This screenshot made me long for NMM. Spending hours curating mods to create the perfect look and feel, then spending less than half the time playing the game lol

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