drosKimo
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Sup, call me Trap

If you have any questions: @drosKimo
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Added the language change system for #WhatPie including saving language settings (not tested). I added all the necessary scripts to the project, but there is no localization table yet, all that remains is to insert it and the system will work

Waiting for the localization table
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Btw, I'm starting to build some kind of good schedule, last week was really nice uwu

p = art commissions
к = coding

This is all pure time, without distractions to anything other than work programs (in fact, because of this, working hours are many times longer ahaha)

Before that, I couldn't sit down to do anything properly for 4 months and I had about 2-3 working hours for the whole week and I'm very ashamed of it. Now, as you can see, I have returned to a more familiar schedule from the beginning to the middle of the year, and I do 1-2 updates per day for commissioners (depending on the volume, now almost everyone are at the line stage, so everything takes an unbearably long time). I just thought you wouldn't be very interested if I spammed the whole group with pieces of these updates uwu"
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The logic of the Collapsar has been changed. Now it is given immediately to the next player (but you need to play it the same way, on yourself)

Now, at the very beginning of the game, all bots receive information about who is the captain and store this information in memory. This will be needed later, when calculating the usefulness of actions

I also, as I think, described the complete architecture of the algorithm for analyzing the usefulness of actions

#StarS
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Changed the #WhatPie item system, now there are types of items
Also, the seeds now store information about which ingredient they give and in what quantity (set range)

Added an add-on for the Editor to dynamically and conveniently set MinMax values for int variables

I've changed the scripts related to searching for items in the shared database, now they're compatible with the new item system
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In today's #StarS update

Added a base for a system of priority targets (for attack and defense)

The system for calculating the usefulness of an attack has been changed. Now it is considered not from the usefulness of the cards, but from the situation on the field (initially I did it wrong, I'm rewriting)

Fixed a bug where the turn couldn't continue if the player didn't have any reaction cards. A maximum turn duration system for bots has also been added. Even if an error occurs, the bot will be able to transmit the move

Problems were found when transferring a move after repelling attacks with the "Force Field" card
An error was found in which, during the game of the "Challenge" card, it is impossible to respond with the "Pow" card more than once (bots do not suffer from this, only the player)
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If someone would be interested in my work queue in more detail, here is the link to the Yougile dashboard. There I note for myself when I did updates on all the things I'm doing rn

https://www.yougile.com/board/2mzp8omjjkrq

If it would be interesting, I can add this link to the pinned message
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I literally sat down to program instead of drawing, because I expected it to take no more than an hour. It took about 5 hours.
20 minute adventure ahh moment

BTW
The #WhatPie localization system is now working. So far, only for inventory items, but hey x)
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Merry Christmas!
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I DID IT
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#StarS
Fixed a bug that caused the game to stop when the player didn't have enough of the required card.
Fixed an issue where, when using a Force Field, the game couldn't continue if the attack was deflected in this way.
Fixed a bug that prevented playing the answer Pow card more than 2 times during the validity of the Challenge card

A personalized threat assessment system for bots has been added. It is also used during attack actions and heal
Bots can now increase the threat from an opponent when they are attacked, decrease it when someone heals them (via Bartender), and slightly reduce the threat of each opponent at the beginning of a turn
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#WhatPie
Added localization of the entire text
Added a system for saving the selected language to a separate file. The language is automatically saved when you press the language change button.
Now, when you click on the Default button in the settings, the language is set to the system language (or to English if there is no such language)
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Huge #StarS update!
I'll be back to art commissions tomorrow

So
The logic of evaluating the attack has been completed
The logic of bot treatment has been slightly changed
Fixed a bug where the bot couldn't continue its turn if it had more than 1 attack card left (but they were all Challenge cards), which meant it couldn't figure out what to do

Bots have been added (returned with the ability to calculate utility) the opportunity to play:
1. Cards that give you more cards in your hand
2. Weapon cards
3. Status effect cards that are needed for self-defense
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Well... New Year's holidays are over, I've had a rest and now I'm definitely returning to my usual schedule haha

Today I made a big update for StarS and started doing a cmm update, but I was too tired to finish it or a post. There will be more news tomorrow.

I didn't do much for a little over a week, because everyone in my environment was resting all this time, so I decided to arrange a winter vacation for myself too 👉👈
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Ooof, hard day
2 cmm updates + 5 hours of coding. I'll make post with project update now
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So, #WhatPie update

Item spoilage system implemented.
Spoilage rate is currently the same in inventory and all types of storage containers. Spoilage progress is preserved across game sessions and save/load cycles

Main changes:
* Each perishable item is now assigned a recommended storage type
Introduced namespace for storage type enums to simplify compatibility checks
* Correct storage type significantly reduces spoilage rate
* Time skip (day skip) updates freshness level of all items in inventory and in storages
* When stacking items with different spoilage values, weighted average is calculated

All spoilage data is properly handled by the existing save system
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