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Re: FlowerChild's Dev Diary (Week of September 17th)

Posted: Thu Sep 20, 2012 12:41 am
by FlowerChild
Just thought I'd post a quick screenshot of what I've been working on tonight:
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Re: FlowerChild's Dev Diary (Week of September 17th)

Posted: Thu Sep 20, 2012 12:53 am
by jecowa
Looks like you've removed bedrock fog.

Re: FlowerChild's Dev Diary (Week of September 17th)

Posted: Thu Sep 20, 2012 12:57 am
by jonny_AB
Sidings auto-connect to corners, nice!

Re: FlowerChild's Dev Diary (Week of September 17th)

Posted: Thu Sep 20, 2012 1:42 am
by The_Ender_lord
Hmmmm...
Perchance a new vase model?

Re: FlowerChild's Dev Diary (Week of September 17th)

Posted: Thu Sep 20, 2012 1:51 am
by jecowa
The_Ender_lord wrote:Hmmmm...
Perchance a new vase model?
No, but the texture is different.

Re: FlowerChild's Dev Diary (Week of September 17th)

Posted: Thu Sep 20, 2012 1:53 am
by Ribky
Um... there are two of them, the texture looks the same to me.

Re: FlowerChild's Dev Diary (Week of September 17th)

Posted: Thu Sep 20, 2012 2:03 am
by FlowerChild
jonny_AB wrote:Sidings auto-connect to corners, nice!
AHHHH!!!! Yes, it's the moudlings auto-connecting to corners! :)

Re: FlowerChild's Dev Diary (Week of September 17th)

Posted: Thu Sep 20, 2012 2:15 am
by Stormweaver
FlowerChild wrote:AHHHH!!!! Yes, it's the moudlings auto-connecting to corners! :)
It makes you wonder if all the other replies were serious...

Looks good though. Which I suppose is the point :p

Re: FlowerChild's Dev Diary (Week of September 17th)

Posted: Thu Sep 20, 2012 4:14 pm
by FlowerChild
Stormweaver wrote: It makes you wonder if all the other replies were serious...

Looks good though. Which I suppose is the point :p
Thanks! Yeah, there were a few shapes that just couldn't be formed before with just Moulding connecting to itself. With the connect to corners though, I think it allows you to do just about anything you'd want to when using Moulding as a trim.

I'm beginning to dread going into the Moulding code now though, as given the legacy corners that I have in the mod that are shared by both wood and stone, and the new varieties where Siding and Corners share a single ID, the code for the auto-connect is beginning to get rather ugly. Anyways, I've set it up to be very general purpose, so I shouldn't have to mess with any of that when adding new varieties of sub-blocks in the future.

I should be able to clean up some of that nastiness once the extended blockIDs become available, as I'll setup new Siding/Corner blocks for the old varieties at that point. I've said it before, but I'm really looking forward to not feeling obliged to cram so many different block types into single IDs, as it makes some of the block code much more complicated than it really needs to be when I have to keep testing for stuff like "am I a vine trap?", "am I a table?", etc.

Re: FlowerChild's Dev Diary (Week of September 17th)

Posted: Thu Sep 20, 2012 5:24 pm
by Mason11987
FlowerChild wrote:
Stormweaver wrote: It makes you wonder if all the other replies were serious...

Looks good though. Which I suppose is the point :p
Thanks! Yeah, there were a few shapes that just couldn't be formed before with just Moulding connecting to itself. With the connect to corners though, I think it allows you to do just about anything you'd want to when using Moulding as a trim.
I encountered a few of these situations and I was happy to see you resolved it. Did you also resolve similar limitations with siding/mouldindg connections? I think I found a few similar cases where they didn't work out as you might hope.

Re: FlowerChild's Dev Diary (Week of September 17th)

Posted: Thu Sep 20, 2012 9:38 pm
by ada221
FlowerChild wrote:
"am I a vine trap?", "am I a table?", etc.
this reminded me of the scene with the falling whale in the Hitchhikers Guide to the Galaxy

Re: FlowerChild's Dev Diary (Week of September 17th)

Posted: Fri Sep 21, 2012 5:48 pm
by FlowerChild
On the agenda today: a little better support for add-on mods.

I just arranged things internally for easy removal of Cauldron/Crucible recipes, and will be moving on now to applying the same "bulk crafting manager" that I use for those to the Mill Stone so that recipes can easily be added and removed with that as well, including allowing for stuff like multiple items being output from a single "recipe".

Afterwards, I plan on creating an interface for the Saw, so that add-ons can have custom outputs when their mod blocks are cut with one.

Anyways, just taking on some small technical tasks right now to provide additional support for add-on mods, as I'm still fairly messed up over Bill (in the end, he was put down today). I'll likely need at least a few days to get back into full swing, so I'll leave the villager reworking and other design intensive tasks until then.

Re: FlowerChild's Dev Diary (Week of September 17th)

Posted: Fri Sep 21, 2012 6:01 pm
by Sarudak
FlowerChild wrote:On the agenda today: a little better support for add-on mods.

I just arranged things internally for easy removal of Cauldron/Crucible recipes, and will be moving on now to applying the same "bulk crafting manager" that I use for those to the Mill Stone so that recipes can easily be added and removed with that as well, including allowing for stuff like multiple items being output from a single "recipe".

Afterwards, I plan on creating an interface for the Saw, so that add-ons can have custom outputs when their mod blocks are cut with one.

Anyways, just taking on some small technical tasks right now to provide additional support for add-on mods
You sir are a scholar and a gentleman

Re: FlowerChild's Dev Diary (Week of September 17th)

Posted: Fri Sep 21, 2012 6:07 pm
by FlowerChild
Sarudak wrote:You sir are a scholar and a gentleman
Well, I seriously did feel bad not feeling capable of giving you guys those hooks yesterday, and handing technical tasks require a lot less focus from me than design-related ones, so I figure this is a good way to keep myself busy and keep the mod moving forward. There's a certain zen meditative aspect to code refactoring :)

Anyways, I may try to put out a small hook-specific release this evening so you guys can work on your add-ons this weekend if you're so inclined.

Re: FlowerChild's Dev Diary (Week of September 17th)

Posted: Fri Sep 21, 2012 6:12 pm
by morvelaira
FlowerChild wrote: Anyways, just taking on some small technical tasks right now to provide additional support for add-on mods, as I'm still fairly messed up over Bill (in the end, he was put down today).
I can't give you enough virtual hugs.

Re: FlowerChild's Dev Diary (Week of September 17th)

Posted: Sat Sep 22, 2012 10:34 am
by STrRedWolf
morvelaira wrote:
FlowerChild wrote: Anyways, just taking on some small technical tasks right now to provide additional support for add-on mods, as I'm still fairly messed up over Bill (in the end, he was put down today).
I can't give you enough virtual hugs.
At the risk of going too off topic, Bill was your cat FC? If so, would a thread in Off Topic suffice for pics of the fluffball?
Edit: Found it. Need more caffene, and to snug a Torti. Further discussion there...

Re: FlowerChild's Dev Diary (Week of September 17th)

Posted: Sat Sep 22, 2012 7:21 pm
by FlowerChild
Hmmmm...ok, while working on all these add-on hooks, it looks like I've had myself another design brainstorm, so I guess that part of my mind is starting to reactivate.

New hardcore mode incoming :)

EDIT: Oh, and a revamping of an existing feature in addition to the above ;)

Re: FlowerChild's Dev Diary (Week of September 17th)

Posted: Sat Sep 22, 2012 7:32 pm
by morvelaira
*blink*

OH MY! :D

Re: FlowerChild's Dev Diary (Week of September 17th)

Posted: Sat Sep 22, 2012 7:43 pm
by duartemad
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FlowerChild wrote:Hmmmm...ok, while working on all these add-on hooks, it looks like I've had myself another design brainstorm, so I guess that part of my mind is starting to reactivate.

New hardcore mode incoming :)

EDIT: Oh, and a revamping of an existing feature in addition to the above ;)
I am seeing this and I am starting to build a tinfoil hat, you are turning me into a conspiracy person!

Re: FlowerChild's Dev Diary (Week of September 17th)

Posted: Sat Sep 22, 2012 7:47 pm
by FlowerChild
No need for conspiracy on this one. Honestly, I think this one is pretty close to being almost as game-changing and cool as HCB.

It will be neat, but I don't want to spoil the surprise. It will likely only take me a couple of hours to get it into the game ;)

Re: FlowerChild's Dev Diary (Week of September 17th)

Posted: Sat Sep 22, 2012 7:53 pm
by Extreme Boyheat
I can't keep up with all this new stuff! :P

Re: FlowerChild's Dev Diary (Week of September 17th)

Posted: Sat Sep 22, 2012 8:38 pm
by duartemad
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FlowerChild wrote:No need for conspiracy on this one.
NOOO you are making me conspire now!
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FlowerChild wrote:Honestly, I think this one is pretty close to being almost as game-changing and cool as HCB.

It will be neat, but I don't want to spoil the surprise. It will likely only take me a couple of hours to get it into the game ;)
Hardcore hunger?

Re: FlowerChild's Dev Diary (Week of September 17th)

Posted: Sat Sep 22, 2012 8:44 pm
by walker_boh_65
FlowerChild wrote:No need for conspiracy on this one. Honestly, I think this one is pretty close to being almost as game-changing and cool as HCB.
Oh boy. Now you have got me excited! Can't wait for this one man.

Re: FlowerChild's Dev Diary (Week of September 17th)

Posted: Sat Sep 22, 2012 9:06 pm
by FlowerChild
walker_boh_65 wrote: Oh boy. Now you have got me excited! Can't wait for this one man.
Me too! Most of the coding is done, just bout to launch my first tests. Must remember to backup my save, as things may explode :)

Re: FlowerChild's Dev Diary (Week of September 17th)

Posted: Sat Sep 22, 2012 9:33 pm
by MoRmEnGiL
FlowerChild wrote:Must remember to backup my save, as things may explode :)
I foresee obsidian being the building block of choice for our bases in the near future of btw :P