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Does /jp/ still make games? This never got finished: https:

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Thread replies: 134
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Does /jp/ still make games?

This never got finished: https://github.com/robertdhernandez/touhou-crossing

Well, GameMaker is on the HumbleBundle this week: https://www.humblebundle.com/gamemaker-bundle
>>
I think the only one still being worked on is the loli kidnapping simulator but I haven't been on the OC thread in a while.
>>
>>15801905
>never got finished

That sounds like every project by western Touhou fans unfortunately.
>>
I'm slowly working on three games. Only one is a true game, though: a mahjong client and server.
>>15801917
I see the squid game too.
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>>15801917
>loli kidnapping simulator
Wait, what? Where is this?
>>
>>15801917
I think there was some new danmaku thing on last drawthread also.
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>>15801905
I'm surprised someone remembers this. It's gotten me to open it up and look at it again, but like before I wasn't going anywhere with it. Would be nice to pick it up again.

I hope the fan game dev thread makes a comeback. It was always nice seeing other /jp/sies doing stuff.
>>
>>15801905
Nah, everyone lose motivation.
Maybe it's not worth it, especially on /jp/.
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>>15801917
Link?
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>>15804534
I think you might mean our project.

>>15805107
It's hard to keep motivation sometimes, when working out of the comfort zone almost daily. Strong vision, discipline and personal goals drives me to work with project even those "zero motivation days". Also inadequate feelings are often present, when making creative things. But all these things are kind of that you can learn to deal with. And one the biggest things about keeping motivation is that I have one /jp/'sie and few other like-minded people to share this workload and dream of the own video game. Together we can do it.

>>15801905
>never got finished
One of my personal goals of the project is to make sure that /jp/ gets shit done after all these failed projects. I strongly believe it's possible.

I have personal stigma against blatant advertising and blog posting on /jp/ and I feel little filthy doing it myself now. I will blend to the shadows and continue to take it easy from now on.
>>
>>15805633
Waiting warmly for the demo. Ganbatte.
>>
>>15805633
I know it hasn't been that long since the announcement, but good luck with it! I hope the development of that game goes well, because I'm honestly pretty eager already.
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>>15805633
I pray this one will succeed.

Keep working, anon.
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i saved from gifs from the dev of the loli game. where did they go?!?!
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>>15807634
hes still around i think.
he posts on a few different boards.
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>>15807677
is he still working on the game? is there a website or any downloadable demo?
>>
>>15803447
Aw shit, mahjong? Sign me up.
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>>15811550
NEETs do their best now and are preparing. Please wait warmly until it is ready.
I've learnt only some of the networking I need to know, but I have some other parts done. I'll post a link to the code as soon as it's usable for netplay, of course.
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>>15811609
Is there going to be an extensive mahjong tutorial in-game?
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>>15811609
Sweet, I'll be waiting for it, godspeed!
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>>15811613
No, but there is a referee you can turn on and off. With the referee on, you can only follow the rules while you play, and the referee calculates scores. With it off, it is simply a mahjong table simulator, where you can improvise rules or cheat, as long as it still consists of basic tile actions.
Mahjong is pretty easy to learn, and interestingly enough, there are multiple well-written documents in English for it.
It accommodates every type of mahjong by using a file format (similar to rc if you use Unix) that lets you specify multiple facets and rules of gameplay. This means you can have multiple sorts of riichi and non-riichi mahjong.
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>>15811637
I've tried to play mahjong in tabletop simulator before but the controls in that game are simply against you for something that requires a bit of finesse in maneuvering pieces.
I do hope you'll include bad table manners.
>>
What would be a simple game to make?
>>
Wow Op tricked me into spending $1 only to remember that I don't have a bone of creativity in me. That was like 2 days worth of food. Fuck
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>>15811664
Touhou Poker
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>>15801905
I bought GameMaker today. All I've done is make a little bit blob move around a great featureless box and shoot a bunch of red bullets though.

I did have a pretty funny situation though, where I made a pretty decent reticle, and then fucked up the coding so that literally billions of them were spawned whenever I clicked the mouse.
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>>15811771
From the humble bundle? Check out the source codes of the games it came with, pretty nifty stuff.
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Hey /jp/. A couple months ago I posted about my work in progress shmup in the OC thread, and according to the analytics at least 3 of you liked it.

I just released a big update for demo day 10 over at /vg/, it adds the 3rd of 5 levels, polishes up the old 2, and adds a new playable ship with unique abilities. I know this stuff is up some of your alleys, so please enjoy.
https://sinoc.itch.io/shmoop
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>>15812183
Playing through the first level in the level select so far. Forgive me for giving feedback before exploring the full game. The SFX seem louder than the music, I wish they were a little closer together in volume.
But, the design is fun and the game is fun. I'm bad at shmups so I just eat up all my lives, but I enjoy it anyways. I'm also surprised to recognise many of the assets: I normally consider myself ignorant as for videogames.
Enjoying it so far.
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>>15812183
I also feel that the only speed that works in this game is the fastest one.
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>>15812183
It's fun but I don't see any use in the 3 speed system, I felt bosses had too much health but maybe that's because I'm really bad and always died before them. I'll play it more when I have some free time, maybe tomorrow.
It recognized my x360 controller right away.
>>15812623
You can change that in the settings.
>>
the team is still stuck in regards to animators and its a big hangup
>>
I've had less time to work on what I want because the college semester started, and I also still suck at sprites a lot.
I'm going to try doing a more simple game if possible.
>>
Thanks for the humble bundle tipoff.
>>
Is Gamemaker difficult to use/learn?
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>>15814135
You can't make a game with that attitude
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>>15814135
https://www.youtube.com/playlist?list=PL9FzW-m48fn1s2icdCJBLEhMLPp4sa74q
https://www.youtube.com/playlist?list=PLPRT_JORnIurFYwHdWhLWR3bLH2nzChsm
>>
In case anybody is wondering, Solstice is a VN so you might want to look at it if you want a game in easy modo.
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>>15814498
You'd probably be better off using something other than GameMaker if you're gonna do a VN
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Thanks for the feedback anons.
>>15812623
I'm still trying to get the audio balance right. I changed my method of ripping sounds half way though the project, so I had to have the two ways meet in the middle of volume.
>>15812630
I was thinking about bumping all the speeds up one frame movement (so that 2 would be the same as 3 is now) or adding a 4th speed.
>>15813581
When I finally implement the easier difficulties proper, regular enemies will have change to drop powerups and bosses will be less bullet spongy. Right now, the difficulty is somewhere between Hard and Extreme.
>>
>>15807647
LOL
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>>15815023
You should get someone to help you with the art, even something minimalistic is okay, but seeing Thunder Force slapped on a sorta-danmaku game just looks wrong to me.
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This boss isn't in the demo, but a taste of something to come with the full version in a few months.

>>15815804
I've been looking for an artist for a year. Of the 4 I've gotten into talks with,3 of them all droped of the project before making any usable resources, and one of them only ever made sprites for the main ship.
The latter later went to work on Sonic Mania, so imagine that art style with the game play it's got now
>>
I'm that guy from the 2012~2013 IRC game creation project who was making that cyberpunk game with yogurt. I'm still making it.
>>
Oh there was a guy who was doing or wanted to do a quiz game, I wonder if he's still at it.
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>>15815831
>curvy lasers
It's like PC-98 touhou all over again! I'm excited. Also, as long as the game is free, using other assets is a nostalgic thing rather than a lazy thing. I disagree with the poster you reply to.
>>
>>15816456
Can you post an image of it?
Also, do you have any links to that VN about a girl who needs to eat peanut butter in order to not get punched and turned into a door?
>>
I have an eroge written up, programmed to run, and what not. I need an artist though. Can't seem to find anyone willing to draw for me though. Anyone? Been looking for a year or so.
[email protected]
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>>15817382
https://sites.google.com/site/witchfutari/
according to
https://warosu.org/jp/thread/S8963975/
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>>15801905
rpg maker mv is also on sale on steam for 50% off
>>
I wanna make an ero-ACT game because so few of them come out and too many of them are about yuri or monstergirls or bestiality, but I'm too lazy to make lewd animations and those cheap animations some games use with the marionette like movements, or worse the tween motion gifs, are bad in my eyes.

And in the end, it'll be played, fapped to, and forgotten. Even if it's the kinda fun game you can come back and play when you're bored, it won't have that fresh lewd feel.

That's why I want to create something that can generate characters of slightly different appearances and with different possible poses but that's even more effort and people will just complain they can't get the post they want.

A lot of animations also bother me when I analyze them enough. They look weird in some way just looping the same frames. That's why I don't like ero anime, but I think this only happens when the frames are too slow moving.

I also fear that westerners really cannot make actual cute and lewd characters, due to some subconscious influence. Western games always make characters that are "sexy" in a stereotypical sense and not in an actually sexy sense, or else they make things that are just symbolic (in the way that a lot of anime faces look like symbolic faces than actual faces). They also tend to include way, way too much gay shit.

Like Japanese games might have a female protagonist and then 1 or 2 futa characters or a yuri scene, or rarely if the protag is male they might have a trap character, if the protag isn't also a trap. But like in western games, you start off choosing whether you're male or female or futa and then the whole thing is full of nearly unavoidable gay and futa sex. (*note, I mean both yuri and yaoi when I say gay) They also tend to get mixed in with the furry crowd, who then proceed to want to fill the game with furries.

It feels hopeless.
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>>15817602
Have you tried dA?
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>>15817957
Well, I got some sketches of character designs. I dunno if I'll be using them in the new game though.
>>
>want to make a princess maker game without having it be too much of a princess maker clone

Do people like short minigames for stat raising?
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>>15818987
>want to make a princess maker game without having it be too much of a princess maker clone
>Do people like short minigames for stat raising?

Like what, Monster Rancher? I liked the dice minigame in Littlewitch Romanesque. iM@S used rythym minigames. I don't personally think they're bad, but don't make them too long.
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>>15819069
I was thinking something along the lines of Monster Rancher and iM@S with short training minigames that would take less than a minute to complete. The minigames don't need to be anything complicated but they also shouldn't be easy enough that the player can just roll over their keyboard and win.

Character stats and other factors would affect the outcome of the minigame and stat gain. But most of all, player skill. The minigames would also get progressively more difficult the higher your stats are.

Lastly, the length of one run would be short enough so that the player doesn't get tired of playing the same minigames over and over. That's what I have in mind for now.
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>>15819140
>The minigames don't need to be anything complicated but they also shouldn't be easy enough that the player can just roll over their keyboard and win.

I don't think people should be personally responsible for all their daughter's failings either, so I'd suggest not making them TOO difficult.

>>15819140
>Lastly, the length of one run would be short enough so that the player doesn't get tired of playing the same minigames over and over.
What about over time of replaying the game?

Is it going to be modern or castle times?
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>>15817957
I thank you with all my heart.
Thank you.
>>
>>15819230
Obviously I won't make them pain painstakingly hard since the fun in raising games comes from planning and stat raising. The minigames are just a small part of the process that act as something to differentiate the game from just a spreadsheet simulator with pretty graphics.

An option to turn off minigames for basic RNG controlled stat raising? The minigames won't be the only real gameplay component, but it'd definitely take a lot out of the playtime.

I think fantasy settings work the best for games like these. Who wants to take their daughter to cram school every day?
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>>15818985
New game?
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>>15821693
Yes, fantasy is best. Cool if there is some adventuring like in Princess Maker.
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>>15821693
I'd kind of like the various types of endings only a modern world can bring. You daughter can't end up an illegal street racer or AV idol in the ancient past.
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>>15807634
>>15807641
>>15807647
What's the name?
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>>15807777
>>15822222
so any source?
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>>15822730
go ask /vg/'s game dev thread
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Still working on mine /jp/
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>>15822730
>>15822222
Don't have source but have this screencap instead.
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>>15826189
That's some serious dedication to one's craft.
>>
>>15826336
In the end though, his idea is "I want to make "I have candy, get in the van" over with more hardcore scenes and the autism of Dwarf Fortress"
>>
I'll start a new project very soon.

>>15825639
Looking good, lad!
Can I ask what engine are you using?
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>>15827158
Thanks anon, it's using my own engine in c++.
I've been programming for a long time.
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>>15826189
Any link for a demor?
>>
>>15831439
>>15823027
>>
>>15832077
>>15831439
He hasn't posted in the /vg/ thread in a long time.
Last time he uploaded a demo publicly it was removed/reported. I think he released an even older demo with source code a long time ago.
>>
I've been working on a RO clone but every night I have nightmares about it.
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So I was thinking of working on a Maid Roguelike

Kinda like Dungeon Crawl Stone Soup, but instead "Master was kidnapped, go to the 23rd floor of the mansion and save him!"
You use cleaning skills instead of fighting to dust away Dustbunnies and Curry Slimes. What do you think?

Since Gamemaker seems to have a bunch of programming resources for making a roguelike, hopefully it won't be hard. I'll need to focus on art, which is my only strength.

Wish me luck!
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>>15833177
As long as they're drawn cutely...
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>>15833239
Don't worry, I try to not draw like a westerner
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>>15833177
>roguelike,
>focus on art
dude
>>
>>15833250
I mean the sprites, tiles, monsters, and stuff
I also wanted to add character portraits for no reason

I know you can just get by with ASCII, but most people beyond complete nerds want graphics
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>>15833177
Make one of the maids a bunny please.
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>>15833177
That sounds really fun! I'm a big fan of Nethack, so I'd totally play that.
>>
If I make a mobile game, would you play?
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>>15834942
It would be extremely fun.
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>>15832980
As in an actual mmo?
Damn, I would have nightmares too.
Hows that networking code going?
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>>15833255
Most people beyond complete nerds don't make or play roguelikes either. Especially not ones about moe moe meidos. It's not like you're capturing a wider audience here.

Anyway, have fun dude.
>>
Does anyone have links to free sprites to use in games?

I know there are a bunch of Japanese ones out there, I've seen archives of random sprites for free use, but forgot where they were.

I'm pretty sure the original elona used a bunch of free sprites, so anyone know where they got them?
>>
>>15835156
please kill me

also I don't have nightmare about the game itself, I have nightmares about how the community/people will be.

The concept of having a shitty migrant camp of people who came from RO demanding that the game is 1:1 to RO and that some mechanics are different whilist being flooded by bots and RMT'ers makes my stomach turn.
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>>15835517
Scary. If you ever release it to non-RO players, I'll play it. I don't even know what RO is. I've only played some MUDs, never any MMORPGs.
>>
>>15835159
>>15833255

One way heroics? (im aware its not exactly like nethack. Played and loved both)
>>
>>15835517
>>15832980
Why would you make an RO clone and not make it RO? You see what's happening with Tree of Savior. You saw what happened with Ro2 and Ro 2-2, too.
>>
What kind of games does /jp/ like?
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>>15836052
Tree of Savior and RO2 were understandably not even close to being a RO clone when it comes to the gameplay/the style of how you progress troughout the game.
>>
>>15836431
JRPGs, SRPGs, and VNs.
>>
>>15836431
I don't think I represent the majority by any margin, but I mostly play FPSes these days. Sometimes I play some flight sims and RPGs.
>>
>>15836431
RPGs, VNs and anything cute basically.
I've also been playing a lot of Overwatch but that's an exception.
>>
>>15836431
I pretty much like almost everything even FPS and sports.

But my favorite types of game are platformers and RPGs.
>>
>>15815831

I could help you with some sprites. What were you looking for?
>>
>>15835186
http://opengameart.org/
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>>15836662
http://www.glitchthegame.com/public-domain-game-art/
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>>15835517
Yeah that's what I meant, what are you making it on?

An already made engine or building one yourself?
How long have you been working on it?
>>
>>15836431
STG, platformers, beat em' ups, metroidvanias, non-edgy 3d action games, fighting, and strategy games.
>>
>>15841894
non-edgy 3d action games?
as in ones without swords?
get it because swords have edges haha
>>
>>15842492
I mean ones that try to be overly gruesome and bloody and "mature"
>>
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Progress. Rival battles are rad, so I tired my hand at one.

>>15836645
Sprites for basically the entire game. I wanted to do a mid 90's arcade/saturn type thing originally, but 16 bit is fine too.
>>
>>15847662
Reminds me of R type final.
https://www.youtube.com/watch?v=Z_lr5E1RT70
>>
>>15847662

I like making pixel art. I could help. Do you have an email or something?
>>
>>15847662

perhaps I should also give a references. There is this I posted in the OC thread.

>>15838510
>>
>>15848703
>>15848709
Looking good. Shoot me an email at [email protected]

>>15848079
I've haven't played Final, but that boss is sorta how the fight originally worked. It would try to get behind you at various points during the fight, but it just ended up spawn camping and dragging the fight on if you didn't have a homing shot.
>>
>>15847662
I see those X charge shots.
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>>15848720

I sent an email!
>>
Huh, I didn't know WOLF RPG Editor got translated into English. Heard about it ages ago.
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Well I'm glad I checked /jp/ after not going in a long time! (been busy!) I'm glad some people here still remember it.

Screenshot I guess as proof? Since this code wasn't in the least release of code.

I think think this is some motivation to work some more on it! Although I have so many other things I need to do... What should I work on? I wish I just had unlimited time to cuddle cute lolis and code. One sitting on my lap while I code could be really nice! I did see lots of cute ones outside earlier today though. I wish life had prnt-scrn! (automatically, not taking out a camera)

>>15804452
>>15801917
>>15807647
>>15807641
>>15807634
>>15807677


Hey guys. I'm still here. I just didn't work on it much in the past half-year due to being a lot busier than I thought I'd be with life.

I'm here if you have any questions though!

>>15807777
>>15831439
>>15832077
>>15832207

There's a thread (#26682) on /agdg/ on that other chan I can't mention.

>>15826189

That thread was from a math-in-games thread on /sci/.
>>
>>15851633
>all those meaningless Getters
The game sounds awesome but that code seriously triggers me.
>>
>>15825639
Yours is the one I'm looking forward to the most.
>>
>>15851661

What would your preference be? It's shorter to write getCost() than the code there, plus it provides read-only access (which you wouldn't always be getting normally, since you wouldn't necessarily have a const Item, as you might want to be able to use an item (which would modify the Item-specific state without allowing access to modifying the static info about an object's type, like the weight of a chocolate bar). Plus if I ever decide to change the implementation of that, it's easy to do that, whereas if you exposed the entire shared read-only-storage (say each Item having a const ref to the shared storage) you're coding against that there. What if I change that? What then? What if I say I don't want that, and instead want each object to have a modifiable weight, etc, etc. Or are you specifically against have multiple ones, and instead wanting some generic system like const Value& getAttribute(Attribute attribute) const; instead, whereas Value could be a bool, int, float, string, etc? If I had a lot more attributes I would possibly prefer that, but as it stands there's only so many attributes that an item could reasonably have, and the cost of adding an extra getter is not very high. I suppose one plus to that way is a way to generically select attributes to show in certain menus, then have Value have some sort of show() command to specify a to-string conversion for showing in menus, if I were to ever want the ability to show a big spread-sheet of items in the game. However, it would still be entirely possible to write that just using something like method pointers and some templated code to handle the conversion without much effort.

Or was it something else that you find troubling about it? It's not like I have some struct where it's literally POD but with a getter/setter for every field.
>>
It's going to take a very, very long time to make my game. I hope when I release it someday, even just a few people will like it and understand the amount of work I have to put into this to make it a reality.
>>
>>15851633
Do you plan to make it possible to amputate the loli's limbs to have living onaholes?
>>
>>15851733

No, that is not currently planned. There are much more fundamental features to make before even thinking about such a thing.
>>
Anyone have any ideas for a game? I've been meaning to try game development, but I don't really have any ideas (and I've never made a big project like that either...)
>>
>>15851633
You should make a kickstarter and avoid mentioning any of the rape/loli stuff. You can advertise it as a stealth game.
>>
>>15851743
I never thought a developer (or an aspiring one) would ask for ideas from idea guys. I guess anything can happen in /jp/.
The terrible joke aside, I actually have a whole bunch of ideas but they're all FPSes that'd require AAA budgets. Aside from that, there's an idea for a STALKER mod, I guess. I don't think this is the board for that though, and I don't think you (or anyone else, for that matter) would be interested in any of them.
>>
>>15851802
Woah big words there, I'm not a developer, at most an aspiring one. I just like programming and I've been meaning to find something to dick around with. And I like games I guess.
>>
>>15851773

I'm not making the game for money. Unless it was sufficient money that I could do it and have as much as I would working full time doing something else.
>>
>>15851711
Can't tell from the screenshot, but you got me wondering how you manage your item data. What kind of OOP abomination hides behind data()? Why do auto-generated looking Getters like getValue() and getWeight() even exist in that code? Why can't you go with POD structs in your single developer heaven?

>>15851773
This. Present all the formulas and the genetic stuff from that math thread along with some evil genius plan, like adding TWEANN powered individual brains to the "NPC"s to make them behave more live like.
>>
>>15851743
Why won't anybody make me a Japanese bird tamagotchi-type game?
>>
>>15851832

data() was just something that returns a read-only shared reference to data about the type of the current object. Like the weight/value/base-name of a length of rope. It's very low-abstraction, just a POD that gets read via JSON and then stored in a stuct (with unique_ptrs for the optional fields). The abstraction comes in Item mostly. There are some non-shared stuff (ie not stuff in data()) like the things that can differentiate two items of the same type (like two toys might have different owners, or two chloroform bottles might have 3 and 2 uses left respectively). The way it is now is that the users (inventories, etc) don't need to know or care about which are shared and which are specific attributes.
>>
>>15852368
You are not trying to tell me that one items specific attribute is somehow in another items shared data(), are you?
>>
>>15807641
kek
>>
>>15853781

Take for example a scarf. Every scarf's base name is "scarf", and every scarf would have other similar attributes that are the same across all scarfs like the base description, weight, etc. This would get stored in a read-only table that gets the item's element of returned by data(). There are specific attributes like owners and such that aren't though, and could vary between scarfs.

It's basically just there so I don't need to replicate the data that shouldn't vary between items of the same type across every instance, yet allowing that to change at a later date if I decide to allow to vary by not exposing that fact to code using Item.

tl;dr; Specific attributes are unique to each item, but attributes that are the same for all items of a given type are shared via read-only access in data()

>>15853826

The UI bugs have since been fixed there.
>>
>>15854556
Sorry, my question was a bit unclear.
I just wanted to know if all Scarfs, or rather, all items have the same pool of specific attributes. Like Scarf obviously doesn't have a value in "Uses" but there is no item that has "Uses" or "Owner" as a static attribute, right?

If so
> users (inventories, etc) don't need to know or care about which are shared and which are specific attributes
is really a non issue, because that information doesn't change from one item to another.

When you eventually change Weight from shared to specific you just refactor data().weight to weight - no big deal.
>>
>>15854665

Yeah, nothing has uses/owner as a static shared attribute. Those are stored per-item, it's just the shared attributes that are in data().

>When you eventually change Weight from shared to specific you just refactor data().weight to weight - no big deal.

Yeah, which was why I had those "useless getters" instead of directly exposing the data struct/etc.
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