Anyone else absolutely despise the MVC model? Had to use it for iPhone development and it about killed me.
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Anyone else absolutely despise the MVC model? Had to use it for iPhone development and it about killed me.
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
At 10/20/13 03:21 PM, egg82 wrote: Anyone else absolutely despise the MVC model? Had to use it for iPhone development and it about killed me.
I know for a fact that @Rustygames hates it :P
At 10/20/13 03:21 PM, egg82 wrote: Anyone else absolutely despise the MVC model? Had to use it for iPhone development and it about killed me.
i hate most textbook "design patterns" since people often just shoehorn them into things without fully understanding their purpose and benefits / drawbacks.
At 10/20/13 03:21 PM, egg82 wrote: Anyone else absolutely despise the MVC model? Had to use it for iPhone development and it about killed me.
What's wrong with it?
At 10/20/13 03:28 PM, MSGhero wrote:At 10/20/13 03:21 PM, egg82 wrote: Anyone else absolutely despise the MVC model? Had to use it for iPhone development and it about killed me.I know for a fact that @Rustygames hates it :P
Oh you ;)
At 10/20/13 04:17 PM, Glaiel-Gamer wrote:At 10/20/13 03:21 PM, egg82 wrote: Anyone else absolutely despise the MVC model? Had to use it for iPhone development and it about killed me.i hate most textbook "design patterns" since people often just shoehorn them into things without fully understanding their purpose and benefits / drawbacks.
You mean you hate the people who just use them without understanding why? Surely you can't hate design all design patterns in principle because that would mean you just spaghetti your way through everything :)
At 10/20/13 07:29 PM, Rustygames wrote: You mean you hate the people who just use them without understanding why? Surely you can't hate design all design patterns in principle because that would mean you just spaghetti your way through everything :)
I hate almost all of them, from the perspective of a solo programmer. Most of the ones i've seen have their main purpose being organizational when dealing with multiple people working on separate parts of a project
At 10/20/13 07:29 PM, Rustygames wrote: What's wrong with it?
It's good for applications in which the user has a bunch of forms to interact with. Say, maybe a self-updating web form with javascript or something like that.
If you're trying to create a game with that system, however..
Well, fuck, you'd be better off trying to pull the legs off a kicking mule. With your teeth.
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
I want to make an animation with a African American Ginger.
At 10/20/13 09:27 PM, egg82 wrote: Well, fuck, you'd be better off trying to pull the legs off a kicking mule. With your teeth.
I think there are benefits to MVC. For example if you have a PlayerModel you can hook it up to a minimap class which can render the player on the minimap with minimal dependency. Of course making every menu element adhere to the MVC pattern would be tedious.
Design patterns are useful to constrain yourself so you don't end up with messy code.
At 10/20/13 08:01 PM, Glaiel-Gamer wrote:At 10/20/13 07:29 PM, Rustygames wrote: You mean you hate the people who just use them without understanding why? Surely you can't hate design all design patterns in principle because that would mean you just spaghetti your way through everything :)I hate almost all of them, from the perspective of a solo programmer. Most of the ones i've seen have their main purpose being organizational when dealing with multiple people working on separate parts of a project
So do you just spaghetti mess your code?
I bet you're using lots of design patterns and don't even realize it :)
At 10/21/13 08:33 AM, Sandremss128 wrote:At 10/20/13 09:27 PM, egg82 wrote: Well, fuck, you'd be better off trying to pull the legs off a kicking mule. With your teeth.I think there are benefits to MVC. For example if you have a PlayerModel you can hook it up to a minimap class which can render the player on the minimap with minimal dependency. Of course making every menu element adhere to the MVC pattern would be tedious.
You don't have to, I'd say the menu itself could be a component residing in the view domain only and dispatches useful notifications during key actions (pressing each of the buttons etc).
Design patterns are useful to constrain yourself so you don't end up with messy code.
I don't like the way constrain. Let's say organize :)
Also it sounds like everyone thinks MVC is a design pattern. It's more of an architecture, if you ask me, because it's kinda of all encompassing.
I'd say a design pattern is just some method of solving a problem. The main reason you'd go to them is not for team working exclusively, that is more the domain of your overall system architecture.
Although it is very handy when working in teams to be able to speak in a language everyone can understand by saying "it's a factory" instead of "it's one of those thingies where you pass in a constant and it spits out an instance of a class corresponding to that constant already set up for you".
At 10/21/13 01:01 PM, Rustygames wrote: I'd say a design pattern is just some method of solving a problem.
I use the Gettin' It Done design pattern that I made up. I have no idea if it's one or multiple actual design patterns, but it works and it's organized so whatever.
On an unrelated note, TweenLite.delayedCall is my favorite function right now. Chaining animations together is way easier than how I've been doing it before. I'll probably still use FrameLabel events for movieclips since that gives me more control (and I don't want to change the working code), but for blitting it's perfect.
I might try to get into Intro to AI next semester. It's in python, but I can probably pick that up pretty easily at this point.
At 10/21/13 01:26 PM, MSGhero wrote:At 10/21/13 01:01 PM, Rustygames wrote: I'd say a design pattern is just some method of solving a problem.I use the Gettin' It Done design pattern that I made up. I have no idea if it's one or multiple actual design patterns, but it works and it's organized so whatever.
I would like to see some of your source code metal gear solid bamboo, just because I'm nosey :D
On an unrelated note, TweenLite.delayedCall is my favorite function right now. Chaining animations together is way easier than how I've been doing it before. I'll probably still use FrameLabel events for movieclips since that gives me more control (and I don't want to change the working code), but for blitting it's perfect.
I might try to get into Intro to AI next semester. It's in python, but I can probably pick that up pretty easily at this point.
I made something for handling queueing of animations, tweens, delays and function calls in Flash. You can have it if you want?
The syntax is something like (from memory):
var sequence:Sequence = new Sequence();
sequence.add(new Animation("someFrame"));
sequence.add(new AnimationFunction(someFun, param));
sequence.add(new Delay(1000));
var cluster:Cluster = new Cluster();
cluster.add(new Animation("someFrame"));
cluster.add(new Animation("someOtherFrame"));
sequence.add(cluser);
At 10/21/13 01:26 PM, MSGhero wrote: I might try to get into Intro to AI next semester. It's in python, but I can probably pick that up pretty easily at this point.
Python makes hard things simple and simple things hard. It's a pretty standard language for AI / ML (Natural Language Processing, especially) when performance isn't a huge concern. Udacity and Coursera use it in most of their NLP/ML classes (or Octave).
List comprehensions and lambda functions are nice, but they make code almost completely unreadable sometimes.
At 10/21/13 01:35 PM, Rustygames wrote: I would like to see some of your source code metal gear solid bamboo, just because I'm nosey :D
My doc class has public references to a bunch of manager classes which handle a certain aspect of the game (Item, Inventory, Fade, Quest, Assets). They all have a reference to the main class, so they have access to other manager's methods. None of them have common methods; the methods are literally what I need that class to do (inv.getItems, party.addMember), so in that regard it's a bit messy. I would have gone the extra effort to make them singletons, but I didn't feel like it.
just don't be an idiot by setting the reference to something else, that's my logic
The ChildManager uses overridden addChild to display things backwards. The fade layer should always be on top, even through states getting added and removed, and the dialogue layer under the fade, etc.
StateManager holds the current state and updates/renders that. The states implement an interface. Some states can be "suspended" rather than replaced if I don't want to completely exit it (the overworld persists when you open the menu rather than being replaced by it). Blah, blah, blah
It was all inspired by P telling me to group aspects of the game into a class that manages it.
I made something for handling queueing of animations, tweens, delays and function calls in Flash. You can have it if you want?
I'm comfortable with what I have now, but you can post it if you want.
At 10/21/13 01:01 PM, Rustygames wrote: So do you just spaghetti mess your code?
this is more accurate than you'd think ;)
Sooo after 2.5 years or so away from Flash I'm finally getting back into it by picking up an old project :)
Flash might be dying or whatever, maybe my time would be better spent on learning something new, but dammit I'm not done with you yet!
At 10/21/13 06:59 PM, knugen wrote: Sooo after 2.5 years or so away from Flash I'm finally getting back into it by picking up an old project :)
a new-oldie? An old-newie?
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
after 10 PM I seem to completely melt down and lose the ability to basic maths.
Correct me if i'm wrong, but when
2(-7/6) + 9/2 - z = 1
z does not equal 292
got that answer, looked at the problem again, and went "wait, what?" - checked my math four times (the page is full of writing) and I come out with that answer every time.
If anyone's curious, i'm solving a system of equations. Yay.
2x + y - z = 1
x - 2y + z = -9
x - y - 2z = -8
figured x = -7/6 and y = 9/2
maybe i'm wrong with those, as well. Fuck it, i'm going to bed.
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
At 10/22/13 01:59 AM, egg82 wrote: after 10 PM I seem to completely melt down and lose the ability to basic maths.
There's a linear algebra solver in as3 if you need it. I do my most creative coding after midnight, but I need to start going to sleep earlier...
At 10/22/13 01:59 AM, egg82 wrote: If anyone's curious, i'm solving a system of equations. Yay.
2x + y - z = 1
x - 2y + z = -9
x - y - 2z = -8
In the words of a teacher I had years ago, "RREF that baby."
You guys!
I need some help with haXe/nme/openFL. I'm trying to make a launcher for Concerned Joe, basically a neat little file you download or send to whomever, and it automatically checks for the latest version of the game and downloads it. If the game is already downloaded, it serves to check for if a new version exists as well as configuring launch settings for the game.
Since Love has some restrictions on filesystem and haXe looks like a very attractive option, I tried it out, and it works wonderfully, except it compiles with the assets outside the exe and a bunch of dll's around.
My question is, is it possible to somehow put everything inside one handy executable?
At 10/23/13 01:22 PM, 4urentertainment wrote: My question is, is it possible to somehow put everything inside one handy executable?
I've made a file downloader/launcher in AIR if you're looking for a really quick'n'dirty thing. You can get around the Adobe Installer for AIR stuff and make it a single executable if you want to, I made a post on that in the reg lounge a few pages back.
Otherwise just go with Visual Studio and your language of choice. Or IDe of choice. Eh, it's all the same - find a language, make a file, compile into executable, distribute fancy launcher thing. I could make one in C# if you want, i'm bored enough.
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At 10/23/13 01:22 PM, 4urentertainment wrote: My question is, is it possible to somehow put everything inside one handy executable?
@PSvils cuz I've only done openfl shenanigans, and even then only flash export has worked 100%.
At 10/22/13 01:59 AM, egg82 wrote: If anyone's curious, i'm solving a system of equations. Yay.
x - 2y + z = -9
x - y - 2z = -8
2x + y - z = 1
figured x = -7/6 and y = 9/2
maybe i'm wrong with those, as well. Fuck it, i'm going to bed.
no these are right. you got z right too, but i don't know why you calculated - (1 + 14/6 - 9/2) to be 292. it's 7/6 which is the right answer for z.
2(-7/6) + 9/2 - z = 1
-14/6 + 27/6 - z = 1
13/6 - z = 1
z = -1 + 13/6
z = 7/6
x - 2y + z = -9 (E1)
x - y - 2z = -8 (E2)
2x + y - z = 1 (E3)
y - 3z = 1 (E2') = (E2 - E1)
5y - 3z = 19 (E3') = (E3 - 2E1)
12z = 14 (E3'') = (E3' - 5E2')
z = 14/12 = 7/6
Now that we have z, go back to E2' to find y:
y - 3(7/6) = 1
y = 1 + 21/6 = 27/6 = 9/2
And with y and z go back to E1:
x - 2(9/2) + (7/6) = -9
x = -9 + 9 - 7/6
x = -7/6
so x = -7/6, y = 9/2, z = 7/6
making shit for this game is SO FUN amg http://www.youtube.com/watch?v=nmTC7sMIlL0
At 10/23/13 03:33 PM, Glaiel-Gamer wrote: making shit for this game is SO FUN amg http://www.youtube.com/watch?v=nmTC7sMIlL0
You've got so many more subs then me :P
Ah, well. Looks like some fun was had, there. How's progress?
At 10/23/13 02:44 PM, Toast wrote: no these are right. you got z right too, but i don't know why you calculated - (1 + 14/6 - 9/2) to be 292. it's 7/6 which is the right answer for z.
I think what happened was I attempted to clear out the fractions and did it completely wrong. I multiplied by the denominator and not the numerator. Welp, that'll learn me.
Programming stuffs (tutorials and extras)
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At 10/24/13 01:01 AM, egg82 wrote: You've got so many more subs then me :P
Speaking of, i'm kinda proud of my view graph at the moment. I mean, the views themselves are low but there is definitely a clear trend ^.^
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
At 10/24/13 01:05 AM, egg82 wrote:At 10/24/13 01:01 AM, egg82 wrote: You've got so many more subs then me :PSpeaking of, i'm kinda proud of my view graph at the moment. I mean, the views themselves are low but there is definitely a clear trend ^.^
What is this views of? Your website?
At 10/24/13 03:55 PM, Rustygames wrote: What is this views of? Your website?
no, YouTube channel. I try :P
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
At 10/24/13 04:44 PM, egg82 wrote:At 10/24/13 03:55 PM, Rustygames wrote: What is this views of? Your website?no, YouTube channel. I try :P
I haven't seen it yet, I better look!
At 10/24/13 05:19 PM, Rustygames wrote:At 10/24/13 04:44 PM, egg82 wrote:I haven't seen it yet, I better look!At 10/24/13 03:55 PM, Rustygames wrote: What is this views of? Your website?no, YouTube channel. I try :P
Apparently my youtube channel, with 0 content got 37k views before they stopped counting that stat. And then my games still get some views per day. But then there's 1-2 billion people with internet, so it's not too weird.