#rougelight — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #rougelight, aggregated by home.social.
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Hawk Hill Manor
Rebuilding UI so that Buttons to place Buildings are only shown if the Building is Invented
This means I need to keep a list of Invented Buildings. Or I could Tag each Building, but that seemed awkward. I'm not sure where the best place is to keep track of this.
It's all a bit messy, but it seems to work. -
Hawk Hill Manor
Rebuilding UI so that Buttons to place Buildings are only shown if the Building is Invented
This means I need to keep a list of Invented Buildings. Or I could Tag each Building, but that seemed awkward. I'm not sure where the best place is to keep track of this.
It's all a bit messy, but it seems to work. -
Hawk Hill Manor
Rebuilding UI so that Buttons to place Buildings are only shown if the Building is Invented
This means I need to keep a list of Invented Buildings. Or I could Tag each Building, but that seemed awkward. I'm not sure where the best place is to keep track of this.
It's all a bit messy, but it seems to work. -
Hawk Hill Manor
Rebuilding UI so that Buttons to place Buildings are only shown if the Building is Invented
This means I need to keep a list of Invented Buildings. Or I could Tag each Building, but that seemed awkward. I'm not sure where the best place is to keep track of this.
It's all a bit messy, but it seems to work. -
Hawk Hill Manor
Rebuilding UI so that Buttons to place Buildings are only shown if the Building is Invented
This means I need to keep a list of Invented Buildings. Or I could Tag each Building, but that seemed awkward. I'm not sure where the best place is to keep track of this.
It's all a bit messy, but it seems to work. -
Hawk Hill Manor
Made some progress on Research
One thing it does is invent new Buildings
This means I need a way of show/hide Buttons in the UI
Current Idea:
Change Button to Scene, and have a script instantiate Scenes according to some logic (group by Type, invented_yet, etc)
Need to reroute al the signals, and write a big table of "do I show this?"ideas welcomed
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Hawk Hill Manor
Made some progress on Research
One thing it does is invent new Buildings
This means I need a way of show/hide Buttons in the UI
Current Idea:
Change Button to Scene, and have a script instantiate Scenes according to some logic (group by Type, invented_yet, etc)
Need to reroute al the signals, and write a big table of "do I show this?"ideas welcomed
-
Hawk Hill Manor
Made some progress on Research
One thing it does is invent new Buildings
This means I need a way of show/hide Buttons in the UI
Current Idea:
Change Button to Scene, and have a script instantiate Scenes according to some logic (group by Type, invented_yet, etc)
Need to reroute al the signals, and write a big table of "do I show this?"ideas welcomed
-
Hawk Hill Manor
Made some progress on Research
One thing it does is invent new Buildings
This means I need a way of show/hide Buttons in the UI
Current Idea:
Change Button to Scene, and have a script instantiate Scenes according to some logic (group by Type, invented_yet, etc)
Need to reroute al the signals, and write a big table of "do I show this?"ideas welcomed
-
Hawk Hill Manor
Made some progress on Research
One thing it does is invent new Buildings
This means I need a way of show/hide Buttons in the UI
Current Idea:
Change Button to Scene, and have a script instantiate Scenes according to some logic (group by Type, invented_yet, etc)
Need to reroute al the signals, and write a big table of "do I show this?"ideas welcomed
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I wish it need not have happened in my time
#gamedev #godot #roguelike #rougelight #gdscript #godotengine
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I wish it need not have happened in my time
#gamedev #godot #roguelike #rougelight #gdscript #godotengine
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I wish it need not have happened in my time
#gamedev #godot #roguelike #rougelight #gdscript #godotengine
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I wish it need not have happened in my time
#gamedev #godot #roguelike #rougelight #gdscript #godotengine
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I wish it need not have happened in my time
#gamedev #godot #roguelike #rougelight #gdscript #godotengine
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Hawk Hill Manor
Optimisation
When I launch, it pauses and judders as it spawns loads of items across the map. I can probably hide this behind a loading screen.
But during play, I get lags and judders when individual items spawn, and some that I can't identify.
Any tips/pointers for this? -
Hawk Hill Manor
Optimisation
When I launch, it pauses and judders as it spawns loads of items across the map. I can probably hide this behind a loading screen.
But during play, I get lags and judders when individual items spawn, and some that I can't identify.
Any tips/pointers for this? -
Hawk Hill Manor
Optimisation
When I launch, it pauses and judders as it spawns loads of items across the map. I can probably hide this behind a loading screen.
But during play, I get lags and judders when individual items spawn, and some that I can't identify.
Any tips/pointers for this? -
Hawk Hill Manor
Optimisation
When I launch, it pauses and judders as it spawns loads of items across the map. I can probably hide this behind a loading screen.
But during play, I get lags and judders when individual items spawn, and some that I can't identify.
Any tips/pointers for this? -
Hawk Hill Manor
Optimisation
When I launch, it pauses and judders as it spawns loads of items across the map. I can probably hide this behind a loading screen.
But during play, I get lags and judders when individual items spawn, and some that I can't identify.
Any tips/pointers for this? -
Hawk Hill Manor
Slowly rebuilding UI elements.
Sorting a Dictionary of [Good, amount] by Good.name,Next: Foundations - Goods delivered/allocated/needed
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Hawk Hill Manor
Slowly rebuilding UI elements.
Sorting a Dictionary of [Good, amount] by Good.name,Next: Foundations - Goods delivered/allocated/needed
-
Hawk Hill Manor
Slowly rebuilding UI elements.
Sorting a Dictionary of [Good, amount] by Good.name,Next: Foundations - Goods delivered/allocated/needed
-
Hawk Hill Manor
Slowly rebuilding UI elements.
Sorting a Dictionary of [Good, amount] by Good.name,Next: Foundations - Goods delivered/allocated/needed
-
Hawk Hill Manor
Slowly rebuilding UI elements.
Sorting a Dictionary of [Good, amount] by Good.name,Next: Foundations - Goods delivered/allocated/needed
-
Hawk Hill Manor
trying to figure the Logic for a Manufacturing building to have multiple Recipes, and automatically prioritise which to make.I think I need an array, a custom sorter, and then in my State Machine, a big loop of "by priority, check if you have ingredients for recipes"
look forward to lots of swearing and throwing things!
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Hawk Hill Manor
trying to figure the Logic for a Manufacturing building to have multiple Recipes, and automatically prioritise which to make.I think I need an array, a custom sorter, and then in my State Machine, a big loop of "by priority, check if you have ingredients for recipes"
look forward to lots of swearing and throwing things!
-
Hawk Hill Manor
trying to figure the Logic for a Manufacturing building to have multiple Recipes, and automatically prioritise which to make.I think I need an array, a custom sorter, and then in my State Machine, a big loop of "by priority, check if you have ingredients for recipes"
look forward to lots of swearing and throwing things!
-
Hawk Hill Manor
trying to figure the Logic for a Manufacturing building to have multiple Recipes, and automatically prioritise which to make.I think I need an array, a custom sorter, and then in my State Machine, a big loop of "by priority, check if you have ingredients for recipes"
look forward to lots of swearing and throwing things!
-
Hawk Hill Manor
trying to figure the Logic for a Manufacturing building to have multiple Recipes, and automatically prioritise which to make.I think I need an array, a custom sorter, and then in my State Machine, a big loop of "by priority, check if you have ingredients for recipes"
look forward to lots of swearing and throwing things!
-
Hawk Hill Manor
New "No, I haven't done the Research System yet" Update!
The junk scattered around the map now adjusts to terrain:
Trees still grow upright
Detritus rotates to match the ground slope
Ruined Buildings spawned on slopes do not appear. -
Hawk Hill Manor
New "No, I haven't done the Research System yet" Update!
The junk scattered around the map now adjusts to terrain:
Trees still grow upright
Detritus rotates to match the ground slope
Ruined Buildings spawned on slopes do not appear. -
Hawk Hill Manor
New "No, I haven't done the Research System yet" Update!
The junk scattered around the map now adjusts to terrain:
Trees still grow upright
Detritus rotates to match the ground slope
Ruined Buildings spawned on slopes do not appear. -
Hawk Hill Manor
New "No, I haven't done the Research System yet" Update!
The junk scattered around the map now adjusts to terrain:
Trees still grow upright
Detritus rotates to match the ground slope
Ruined Buildings spawned on slopes do not appear. -
Hawk Hill Manor
New "No, I haven't done the Research System yet" Update!
The junk scattered around the map now adjusts to terrain:
Trees still grow upright
Detritus rotates to match the ground slope
Ruined Buildings spawned on slopes do not appear. -
Hawk Hill Manor
Experimenting with multi-buildings.
This "Distribution Depot" is a Warehouse, a Hauler and a Supplier, all in one scene.
I'm not sure how the Foundations will work for it yet. I'll make new Models to make it look like a single structure. -
Hawk Hill Manor
Experimenting with multi-buildings.
This "Distribution Depot" is a Warehouse, a Hauler and a Supplier, all in one scene.
I'm not sure how the Foundations will work for it yet. I'll make new Models to make it look like a single structure. -
Hawk Hill Manor
Experimenting with multi-buildings.
This "Distribution Depot" is a Warehouse, a Hauler and a Supplier, all in one scene.
I'm not sure how the Foundations will work for it yet. I'll make new Models to make it look like a single structure. -
Hawk Hill Manor
Experimenting with multi-buildings.
This "Distribution Depot" is a Warehouse, a Hauler and a Supplier, all in one scene.
I'm not sure how the Foundations will work for it yet. I'll make new Models to make it look like a single structure. -
Hawk Hill Manor
Experimenting with multi-buildings.
This "Distribution Depot" is a Warehouse, a Hauler and a Supplier, all in one scene.
I'm not sure how the Foundations will work for it yet. I'll make new Models to make it look like a single structure. -
Today's Roguelikes:
Slot Machines
Uber Dynamic Pricing
The Weather
Sid Meier's Pirates
Chicken Tikka Masala -
Today's Roguelikes:
Slot Machines
Uber Dynamic Pricing
The Weather
Sid Meier's Pirates
Chicken Tikka Masala -
Today's Roguelikes:
Slot Machines
Uber Dynamic Pricing
The Weather
Sid Meier's Pirates
Chicken Tikka Masala -
Today's Roguelikes:
Slot Machines
Uber Dynamic Pricing
The Weather
Sid Meier's Pirates
Chicken Tikka Masala -
Today's Roguelikes:
Slot Machines
Uber Dynamic Pricing
The Weather
Sid Meier's Pirates
Chicken Tikka Masala -
Hawk Hill Manor
renamed: The Secrets of the Scarlet Sisters
I haven't written the Lore yet, but
Scarlet: from RougeLight
The hilly coal mining area is known as The Three Sisters (reasons lost to time)
Do not dig too deep, or too greedily! Who knows what lies in the depths?Still wondering what Buildings the New Model Town should have. I'd like to focus on Industry, but keep accidentally doing Agriculture
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Hawk Hill Manor
renamed: The Secrets of the Scarlet Sisters
I haven't written the Lore yet, but
Scarlet: from RougeLight
The hilly coal mining area is known as The Three Sisters (reasons lost to time)
Do not dig too deep, or too greedily! Who knows what lies in the depths?Still wondering what Buildings the New Model Town should have. I'd like to focus on Industry, but keep accidentally doing Agriculture
-
Hawk Hill Manor
renamed: The Secrets of the Scarlet Sisters
I haven't written the Lore yet, but
Scarlet: from RougeLight
The hilly coal mining area is known as The Three Sisters (reasons lost to time)
Do not dig too deep, or too greedily! Who knows what lies in the depths?Still wondering what Buildings the New Model Town should have. I'd like to focus on Industry, but keep accidentally doing Agriculture
-
Hawk Hill Manor
renamed: The Secrets of the Scarlet Sisters
I haven't written the Lore yet, but
Scarlet: from RougeLight
The hilly coal mining area is known as The Three Sisters (reasons lost to time)
Do not dig too deep, or too greedily! Who knows what lies in the depths?Still wondering what Buildings the New Model Town should have. I'd like to focus on Industry, but keep accidentally doing Agriculture
-
Hawk Hill Manor
renamed: The Secrets of the Scarlet Sisters
I haven't written the Lore yet, but
Scarlet: from RougeLight
The hilly coal mining area is known as The Three Sisters (reasons lost to time)
Do not dig too deep, or too greedily! Who knows what lies in the depths?Still wondering what Buildings the New Model Town should have. I'd like to focus on Industry, but keep accidentally doing Agriculture
-
Hawk Hill Manor
Looking for a way to keep the display of Total Goods updated.
It polls all the Warehouses, and outputs a list.
But how to adjust it in "Real time"
Currently I update in _process(), but I'm not sure if there's a better way
If I add signals to the Inventory class, it could be firing very often, for non-warehouse transactions. I could filter for warehouses, but it starts getting very complex
Is there a better way? -
Hawk Hill Manor
Looking for a way to keep the display of Total Goods updated.
It polls all the Warehouses, and outputs a list.
But how to adjust it in "Real time"
Currently I update in _process(), but I'm not sure if there's a better way
If I add signals to the Inventory class, it could be firing very often, for non-warehouse transactions. I could filter for warehouses, but it starts getting very complex
Is there a better way? -
Hawk Hill Manor
Looking for a way to keep the display of Total Goods updated.
It polls all the Warehouses, and outputs a list.
But how to adjust it in "Real time"
Currently I update in _process(), but I'm not sure if there's a better way
If I add signals to the Inventory class, it could be firing very often, for non-warehouse transactions. I could filter for warehouses, but it starts getting very complex
Is there a better way? -
Hawk Hill Manor
Looking for a way to keep the display of Total Goods updated.
It polls all the Warehouses, and outputs a list.
But how to adjust it in "Real time"
Currently I update in _process(), but I'm not sure if there's a better way
If I add signals to the Inventory class, it could be firing very often, for non-warehouse transactions. I could filter for warehouses, but it starts getting very complex
Is there a better way? -
Hawk Hill Manor
Looking for a way to keep the display of Total Goods updated.
It polls all the Warehouses, and outputs a list.
But how to adjust it in "Real time"
Currently I update in _process(), but I'm not sure if there's a better way
If I add signals to the Inventory class, it could be firing very often, for non-warehouse transactions. I could filter for warehouses, but it starts getting very complex
Is there a better way? -
Hawk Hill Manor
I keep tinkering around the edge of Research System, but am not happy with it
I think I need to strip it back to bare metal, and start with the UI -- what should the Player see? What decisions do they make?
Then I can implement the effects of each breakthrough
Not sure I need to split Engineering from Supernatural - there's going to be too much overlap -
Hawk Hill Manor
I keep tinkering around the edge of Research System, but am not happy with it
I think I need to strip it back to bare metal, and start with the UI -- what should the Player see? What decisions do they make?
Then I can implement the effects of each breakthrough
Not sure I need to split Engineering from Supernatural - there's going to be too much overlap -
Hawk Hill Manor
I keep tinkering around the edge of Research System, but am not happy with it
I think I need to strip it back to bare metal, and start with the UI -- what should the Player see? What decisions do they make?
Then I can implement the effects of each breakthrough
Not sure I need to split Engineering from Supernatural - there's going to be too much overlap -
Hawk Hill Manor
I keep tinkering around the edge of Research System, but am not happy with it
I think I need to strip it back to bare metal, and start with the UI -- what should the Player see? What decisions do they make?
Then I can implement the effects of each breakthrough
Not sure I need to split Engineering from Supernatural - there's going to be too much overlap -
Hawk Hill Manor
I keep tinkering around the edge of Research System, but am not happy with it
I think I need to strip it back to bare metal, and start with the UI -- what should the Player see? What decisions do they make?
Then I can implement the effects of each breakthrough
Not sure I need to split Engineering from Supernatural - there's going to be too much overlap