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Messages - Jubal

#1
And thus we may close the month out still winning :)
#2
So this year in my garden has been dominated by the garden slowly physically collapsing :( I have had to move all my plants progressively further into the bit closer to the door that's more stable, but that's meant they're all more in the shade (the bit nearer the door is overshadowed by all the balconies above, which is why it's less rotten but also has less light). And that's utterly screwed up most of my plants, including that my rosemary seems to be in the final stages of dying which I'm sad about.



I have had basically no produce this year as a result, my herbs are basically all dead except for bay trees, my crop plants have not produced anything of note. I did have exactly one teeny tiny fig off the fig tree which I was able to pick and eat recently, and it was very nice, but I think this is my garden's output for the year...

#3
gelignite
#4
All is briefly last: but then the shoe is made and another last is needed
#5
graptolite
#6
Yes, the lack of fully open trade between bits of the same country does feel a bit weird from a European perspective. The UK has different laws by location with e.g. Scotland, but trade is basically fully open at least within Britain (NI has gotten a bit more complex since Brexit).
#7
Pangolin Games / Re: Godot Experimentation Log
August 30, 2025, 02:36:58 PM
Quote from: Antiquity on June 30, 2025, 08:02:46 AMSounds like you have done a lot so far.  What kind of mechanisms are you using for defining and executing events like combat and dialogue and picking up items?  Or are those systems yet to be integrated into the main game loop?
Oops, I somehow missed this ages ago!

I've not done item pickups yet. Essentially I've got some different "modes" of gameplay defined by a general "movemode" variable, which can be switched between and which have different camera controls etc. So there's one mode for dialogue, one for combat, one for general movement and exploration. The transitions between them are only partly defined thus far: I've got some of the triggers in place but I'm using a manual button to switch modes right now, whereas in the eventual game then e.g. a dialogue or spatial trigger will begin a combat and a dialogue or TPK of either side will end it (nb TPK here potentially including fleeing which will be mechanically important in this game).

Most behaviours of the player and NPCs are tied to specific modes, so you have click-to-move in tactical combat mode and arrow key movement out of combat.



Anyhow recently I've started working on ranged weapons which are much more complex than close combat. In melee, I can basically check if there's someone close enough to hit, trigger the hit animation, and have the defender's reaction to the hit take place effectively instantly, and it looks more rather than less fluid if I do so. Range has a lot more steps: I need to do the animation, then create the projectile object, then move the projectile object, detect when it hits, and then finally I can trigger the reaction. This will also be a bit more complex for the turn ordering because I need to not trigger the end of the turn until the projectile has done its thing. There are also a couple of other problems like not having NPCs shoot each other in the back which I haven't really thought through yet.

I've also had some pretty funny bugs when my early attempts have gone very wrong...
#8
Forum Games - The Beer Cellar! / Re: Word Association
August 30, 2025, 10:29:21 AM
headology
#9
Forum Games - The Beer Cellar! / Re: Word Association
August 30, 2025, 10:25:40 AM
room
#10
Forum Games - The Beer Cellar! / Re: Last Post
August 30, 2025, 10:25:31 AM
And again!
#11
Yay number go up! x207
#12
Glaurung x204
#13
Forum Games - The Beer Cellar! / Re: Last Post
August 29, 2025, 06:34:38 PM
I win because THIS is the last post
#14
Forum Games - The Beer Cellar! / Re: Word Association
August 29, 2025, 06:34:18 PM
Base
#15
Forum Games - The Beer Cellar! / Re: Word Association
August 29, 2025, 03:07:38 PM
Trade