Search found 32 matches

by Nuntis
16 Jun 2024, 18:35
Forum: Feedback & Bugs
Topic: SyntacticKitsune's Finmer feature wishlist
Replies: 2
Views: 351

Re: SyntacticKitsune's Finmer feature wishlist

Okay, there's a lot of fun stuff here! Damage adjust hook This is an interesting idea. You mention elemental damage and other such multipliers as a main use case for this. I wonder, would it also solve your use case if the combat system gets built-in support for elemental weaknesses? E.g. since you ...
by Nuntis
24 May 2024, 23:55
Forum: Feedback & Bugs
Topic: Furball file size optimizations
Replies: 7
Views: 1222

Re: Furball file size optimizations

If you want to, absolutely! I'm a little unsure what the best approach would be for exposing this to the content stream interfaces; your idea of adding a WriteCompressed(U)Int32Property contract (and then kind of not look too hard at the slightly leaky abstraction :D) might be the simplest solution....
by Nuntis
23 May 2024, 00:34
Forum: General Discussion
Topic: Furblorb
Replies: 8
Views: 15551

Re: Furblorb

Anyway, rendering two billion dice sounded like fun, so I just went and did that. My poor engine, haha. Yeah, it doesn't quite handle dice rendering intelligently enough to be able to efficiently render hundreds of them; I'm almost surprised 300 works as well as it does then. I expect that most of ...
by Nuntis
22 May 2024, 22:53
Forum: Feedback & Bugs
Topic: Furball file size optimizations
Replies: 7
Views: 1222

Re: Furball file size optimizations

It could be worth at some point setting up some kind of automated testing for loading old modules (it can just make sure they parse) to quickly catch anything like this, should it ever happen. Yep; hopefully the upcoming CLI I'm working on can help with that. However, I do not have a test framework...
by Nuntis
22 May 2024, 20:34
Forum: Feedback & Bugs
Topic: Furball file size optimizations
Replies: 7
Views: 1222

Re: Furball file size optimizations

Okay, a lot to think about here! Thanks for taking the time to write this all out. GZIP compression Fair enough. You're correct that there's not really a reason to not do it, and provided that the loader remains backwards-compatible with versions 19 and 20, it should be fine. Also, I can bump the fo...
by Nuntis
21 May 2024, 19:55
Forum: General Discussion
Topic: Furblorb
Replies: 8
Views: 15551

Re: Furblorb

The solution I ended up with was tacking an @RegisterSerializable("<C# class name>") on everything. Fair; doing all the class discovery through reflection is certainly a lot more flexible, and I agree that attributes (or annotations, in Java lingo) are really nice for making that discover...
by Nuntis
20 May 2024, 22:21
Forum: General Discussion
Topic: Furblorb
Replies: 8
Views: 15551

Re: Furblorb

Fair enough! In other programming languages, I guess you could get away with just having big fat mapping tables and lists of classes, to stand in for reflection. Probably annoying to maintain though. I know ALTTP does have randomizers for a lot of stuff, like doors (any warp trigger), sounds, enemie...
by Nuntis
20 May 2024, 20:02
Forum: General Discussion
Topic: Furblorb
Replies: 8
Views: 15551

Re: Furblorb

Well hello again! I, uh, wow. Once again you blow me away with how much time you've clearly put into this. I was actually working on a command-line mode for the editor the other day, so at least some pieces of this will become a built-in tool. It'll have most of the features you listed, sans in-plac...
by Nuntis
02 Feb 2024, 11:48
Forum: Editor Help & Discussion
Topic: (Solved) Game Start
Replies: 2
Views: 2239

Re: Game Start

Hey, that's awesome! First, you'll want to make sure you have Finmer version 1.0.1; the game start location system was added in a patch. On the Scene that you would like to use as a game start location, click the Root node in the scene tree, and then tick the 'Is Game Start' check box. The player ca...
by Nuntis
01 Feb 2024, 02:27
Forum: Module Showcase
Topic: Deep Forest
Replies: 6
Views: 5235

Re: Deep Forest

About Lua: Yeah, the scene sandboxing stuff is one half of what's pinning me to version 5.1. So each Scene gets its own global namespace, where it can write whatever global variables it wants, without influencing the namespaces of other scenes. That seems like a very desirable property, not so much...