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Re: A text Myst Online project

Posted: Fri Aug 16, 2013 11:00 pm
by belford
I will move the loop constructs up the list, but it won't happen this weekend.

The next major feature is passing arguments to code properties. (Like passing arguments to functions. Right now the only way to define functions is as code properties.) I have that about half done. Once that works, I can release the Age I was working on last month -- it happens to require a function call at one point! And *then* I'll finish typing up my Mysterium talk, *finally*.

And then I will fall over.

Re: A text Myst Online project

Posted: Sat Aug 17, 2013 12:44 am
by KathAveara
Well then, I'll hide Eder Kukah (my zoo Age) away, since I can't release it without any animals, and I can't make the animals work without some way to continuously run their AI's. It will also vastly simplify various aspects of the programs, and probably make them run faster. Although, passing arguments to code properties will also be very handy, since I have 2 lots of 4 code properties saying the same things, just with different (predictable) numbers, so 8 properties can become 2.

Re: A text Myst Online project

Posted: Sat Aug 17, 2013 10:06 am
by Deledrius
KathAveara wrote:Well then, I'll hide Eder Kukah (my zoo Age) away, since I can't release it without any animals, and I can't make the animals work without some way to continuously run their AI's.
So, not a Pod Age from Uru then? :cry:

Re: A text Myst Online project

Posted: Sat Aug 17, 2013 10:33 am
by zephjc
KathAveara wrote:Well then, I'll hide Eder Kukah (my zoo Age) away, since I can't release it without any animals, and I can't make the animals work without some way to continuously run their AI's. It will also vastly simplify various aspects of the programs, and probably make them run faster. Although, passing arguments to code properties will also be very handy, since I have 2 lots of 4 code properties saying the same things, just with different (predictable) numbers, so 8 properties can become 2.
If there's a way to access a time module, you could adjust their behaviors based on what time it is - sleeping periods, eating periods, etc.

Edit: You could also calculate time between visits, so some animals may get more relaxed without ppl around, other's may get sad or anxious without seeing people, and so on. That could however be problematic in a relatively low-population game like Seltani.

Re: A text Myst Online project

Posted: Sat Aug 17, 2013 11:45 am
by Deledrius
zephjc wrote:If there's a way to access a time module
You start a sentence with this, and with the Fourth Doctor as your avatar... I thought this post was going somewhere very different.

Re: A text Myst Online project

Posted: Sun Aug 18, 2013 7:14 pm
by belford
Okay, arguments work, and there is a new Age called Catalavir in the gallery.

To define a code property that takes arguments, use the "Code (args)" option. The arguments line should be a list of variable names:

Code: Select all

x, y, z
You'd then call the property like

Code: Select all

prop(1, 2, 3)
...instead of just "prop".

You may specify default values on the argument line:

Code: Select all

x=1
If an argument has a default value, it's optional when calling the property. If there's no default, it's mandatory.

I think I've implemented all the special cases of Python arguments. You can used named arguments, *, **, and so on.

Re: A text Myst Online project

Posted: Sun Aug 18, 2013 9:01 pm
by belford
I've also created a new shelf in the gallery area, and moved the first bunch of contributed Ages to it. This shelf is not publicly editable. The existing public shelf is still there, and has the more recent links still on it.

I changed a couple of the links to "global". Talgrea is "player's personal", because that makes more sense (I hope).

This scheme obviously won't scale forever, but it should be okay for the next batch.

Re: A text Myst Online project

Posted: Tue Aug 20, 2013 8:26 am
by belford
I've removed the restriction about asking me for build permission. You now just have to check a box saying "I solemnly swear that I will respect other players and not break the server."

Also, the text and slides of my Mysterium talk are now posted:

http://eblong.com/zarf/essays/seltani-talk/

Re: A text Myst Online project

Posted: Wed Aug 21, 2013 4:20 pm
by Pavitra
Based on feedback from h3lls on reddit:
  • All the booking around makes it harder to keep sense of where you are. (I speculate that this is more of an issue for people who aren't acclimated to Myst.)
  • The chalkboard seems to have a maximum length it can support, and exceeding it causes the entered text to be silently truncated.
  • Some way to list online users would be nice, as part of the planned social features.

Re: A text Myst Online project

Posted: Wed Aug 21, 2013 8:11 pm
by belford
The current location is prominent at the top of the right column. Don't think I can make that font any bigger...

Yes, editable text fields are limited to 256 characters. (Otherwise somebody pastes in the entire text of Atlas Shrugged. I've seen it happen.)

Listing online users would indeed be desirable. Not sure where this information should go, though. I suppose it's a booklet function, but the booklet is already getting crowded, sigh.