MSPA Forums
Page 5 of 12 FirstFirst ... 2345678 ... LastLast
Results 101 to 125 of 286

Thread: Insipisphere Quest [RAK's Secret Project](Editor release 1)<accepting icon>

  1. #101
    Emperor of Destruction RAK's Avatar
    Join Date
    Apr 2012
    Location
    Land of War and Energon
    Posts
    1,103

    Re: Insipisphere Quest [RAK's Secret Project](concept phase 2)

    Quote Originally Posted by vociferocity View Post
    the map isn't the only thing to go off, though; davesprite's early comments to john pretty much confirm the way it loops around. this is basically either a situation where hussie either didn't realise at the time and then just handwaved it later, or a situation where it really does work and make sense, it's just we're missing one crucial piece of information that he (obviously) isn't, or we've misinterpreted something. idk. one way to fix that up is make it so that instead of coming out of rose's second gate, you come out of rose's first gate and keep building up from there; moving the whole thing down one gate makes john end up at his own seventh gate
    looking at the last map from the simple questions thread, i think i understand. the gate on LOFAF leads to the denizen palace on LOWAS. from the maps and such, it looks to me that it's not really something hussie really thought out too much.... he never intended to show us a "proper" session of THE GAME. it seems "the second gate", the one that leads to the server player's house is really the return node for the server player's second gate, the "real " "second gate" leads to the client player's house. a player's gates alternate between sending them somewhere on their own world, and sending them to their client's world.

    the way i shall be doing it is by stages. at the end of a stage, you fight a boss, and enter the next gate. this will take you to the next player's planet, where you repeat the process. the exceptions being everyone's first gate, the intro stage. i do need to figure out how and where to squeeze prospit and derse into the mix, but i'm not too worried, that can come later. as for denizens, they will be the bosses of each "stage seven". as i am not including any actual exploration or walking around, i dont think gate progression actually matters to me. just fight through the stage, and go to the next. after the fourth denizen fight, you go to the battlefield.

    i really dont have too much to show off right now, just 122kb of source code and three menus, but i am working on more. gonna try to have most of worldgen done tonight.
    (Editor Release 1){try it now!} - Ask A Juggalo - spoiler is NSFW (even moreso now)

  2. #102

    Re: Insipisphere Quest [RAK's Secret Project](concept phase 2)

    I personally would enjoy looking at the source code,
    but I would not be surprised if you were suspicious and did not want to let me see it.
    I know pretty much nothing about graphics or drop down menus, but I think I would enjoy reading the part that generates the party titles and lands and such.
    Also how you are doing save files.
    I like how you are making it modular, which would allow for swapping parts.
    Will you be using test modules that interface with others?
    Oh wait you kinda implied that when you mentioned the simplified combat.
    Anyway the modularity should allow for some cool stuff!
    ( mods and such)

  3. #103
    Emperor of Destruction RAK's Avatar
    Join Date
    Apr 2012
    Location
    Land of War and Energon
    Posts
    1,103

    Re: Insipisphere Quest [RAK's Secret Project](concept phase 2)

    save files are distributed among a few xml files, one for characters, one for worlds, more if i end up needing them. not sure how the packaging software i plan on using will end up working with that (if it will only bundle the *.py files into an .exe or if it will bundle the xml as well) so i am not sure how much actual "game data" will be editable outside the program.

    my test materials are basically just mock ups of the "real thing", only written by hand before i code the functions that output them.

    yes, i plan on a high degree of modabillity, dwarf fortress kind of being my template (one reason i went with xml, really)

    as for the landnamegen source, here you go - if you wish to run it, you'll need to
    Code:
     import xml.etree.ElementTree as ET
    import random
    import re
    this is the function from loadxml.py that formats drom a text string to a list
    Code:
    def eqParse(roughList):
    	#this function removes the empty data from the list returned by re.split during transfer of
    	#xml to gameobjects, specifically in player equipment.
    	#origionaly written for just player equipment, this function is called anywhere a list needs
    	#conversion to string
    	for rep in range(roughList.count("")):
    		roughList.remove("")
    	for rep in range(roughList.count(" ")):
    		roughList.remove(" ")
    	return roughList
    this is the function that loads the descriptors from xml in loadxml.py
    Code:
    def loadDesc(cat, sel, gen):
    	#this function takes category, selection and descriptor type and returns a list 
    	#of the possible descriptors
    	tree = ET.ElementTree(file="descriptors.xml")
    	doc = tree.getroot()
    	#load the elementtree
    	data = doc.find(cat).find(sel).find(gen)
    	#find the descriptor element
    	toparse = re.split("\W", data.text)
    	#reusing equipmentparse function to properly format the list
    	return eqParse(toparse)
    and finally, here is the function in worlds.py that generates the name

    Code:
    def worldNameGen(char):
    	#generates planet names
    	desFilter = []
    	#filter, contains the "sel" part of loadxml.loadDesc's arguements
    	tdescrip = []
    	#temporary list of descriptors, each filter generates a list as a list item in this list
    	description = []
    	#final list of descriptors
    	fcop = ["interest", "aitem", "aspect", "celement"]
    	##filter, contains the "cat" part of loadxml.loadDesc's arguements
    	desFilter.append(char.interest.strip("[]"))
    	desFilter.append(char.aitem.strip("[]"))
    	desFilter.append(char.aspect.strip("[]"))
    	desFilter.append(char.element.strip("[]"))
    	#fill the filter with the proper data.  strip is required because i am an idiot and
    	#did not check to see what characters are illegal in xml.
    	for stuff, thing in zip(desFilter, fcop):
    		#loop over two things at once
    		tdescrip.append(loadxml.loadDesc(thing, stuff, "world"))
    		#loads the descriptors into the temp list
    	for item in tdescrip:
    		for des in item:
    			description.append(des)
    			#the above loop just removes sublists, so that we have one list 
    			#with a string for each item
    	if char.aspect != "[SPACE]":
    		#let's make sure space players have planets "of frogs" 
    		nameSel = random.sample(description, 2)
    		#randomly chose two descriptors
    		name = "Land of {} and {}".format(nameSel[0], nameSel[1])
    		#create the name of the world
    		while nameSel[0] == nameSel[1]:
    			nameSel = random.sample(description, 2)
    			#above ensures we dont get a world with the same descriptor in both slots
    	else:
    		nameSel = random.sample(description, 1)
    		while nameSel[0] == "Frogs":
    			nameSel = random.sample(description, 1)
    			#and do the same with space players.  the land of frogs and frogs is silly
    		name = "Land of {} and Frogs".format(nameSel[0])
    	return name
    oh, you'll need character data, this loads it from xml
    Code:
    def loadChars():
            global slotlist
            slotlist = []
            tree = ET.ElementTree(file="charstats.xml") #parses xml character data
            doc = tree.getroot() #sets doc to the root of the parsed data
            parlist = list(doc) #loads individual parties as a list
            for i in parlist: #fills slotlist with characters in slot order
                    slotlist.append(i)
    and this imports it into game data
    Code:
    def importChars(slotlist, slot):
    	#this function transfers character data from xml to game objects, to be sent to the main module
    	loadChars()
    	parList = slotlist
    	#we copy slotlist internally, so we dont fuck it up
    	playerList = []
    	#this is the list that will be returned
    	for party in parList:
    		if party.attrib["slot"] == slot:
    		#this ensures we only deal with the party the user selected in the load menu
    			for player in party:
    				if player.tag != "inv":
    				#without this check, we'll hit an out of index error
    					a = chars.PlayerData()
    					#ensure a new instance every iteration
    					for item in player.iter(tag=None):
    						inp = item.tag
    						#copy tag for comparisons
    						if inp == "cname":
    						#i may convert this following block into a loop
    							a.playerName = item.text
    							#this, like the rest of this long block sets the attrivutes of the PlayerData
    							#class instance we'll be returning in the list
    						elif inp == "gender":
    							a.gender = item.text
    						elif inp == "ele":
    							a.element = item.text
    						elif inp == "class":
    							a.playerClass = item.text
    						elif inp == "aspect":
    							a.aspect = item.text
    						elif inp == "weapon":
    							a.weapon = item.text
    						elif inp == "interest":
    							a.interest = item.text
    						elif inp == "aitem":
    							a.aitem = item.text
    						elif inp == "level":
    							a.level = item.text
    						elif inp == "str":
    							a.strength = item.text
    						elif inp == "tgh":
    							a.toughness = item.text
    						elif inp == "qck":
    							a.quickness = item.text
    						elif inp == "int":
    							a.intelligence = item.text
    						elif inp == "wll":
    							a.willpower = item.text
    						elif inp == "exp":
    							a.exp = item.text
    						elif inp == "tnlexp":
    							a.tnlexp = item.text
    						elif inp == "tech":
    							tkToString = item.text
    							toParse = re.split("([[].+?[]])?", tkToString)
    							pTK = eqParse(toParse)
    							a.techs = pTK
    						elif inp == "eq":
    						#the following converts text to a list usable by the game object
    							eqToString = item.text
    							toParse = re.split("([[].+?[]])?", eqToString)
    							pEQ = eqParse(toParse)
    							a.equipment = pEQ
    					playerList.append(a)
    				elif player.tag == "inv":
    					inv = []
    					#inventory is it's own list within the list
    					for elm in list(player):
    						inv.append(elm.text)
    					playerList.append(inv)
    		else:
    			pass
    	return (playerList)
    and this is the player object -
    Code:
    class PlayerData():
    	def __init__(self):
    		self.playerName = ""
    		self.playerClass = ""
    		self.gender = ""
    		self.aspect = ""
    		self.weapon = ""
    		self.interest = ""
    		self.aitem = ""
    		self.element = ""
    		self.level = 1
    		self.strength = 5
    		self.toughness = 5
    		self.quickness = 5
    		self.intelligence = 5
    		self.willpower = 5
    		self.curHp = 50
    		self.totHp = 50
    		self.exp = 0
    		self.tnlexp = 100
    		self.techs = []
    		self.equipment = []
    (Editor Release 1){try it now!} - Ask A Juggalo - spoiler is NSFW (even moreso now)

  4. #104
    Emperor of Destruction RAK's Avatar
    Join Date
    Apr 2012
    Location
    Land of War and Energon
    Posts
    1,103

    Re: Insipisphere Quest [RAK's Secret Project](concept phase 2)

    you'll also need some xml, here is charstats.xml followed by descriptors.xml

    Code:
    <charlist>
        <party slot="1">
    	    <char slot="1">
    		    <cname>Fartface Turdsmirk</cname>
    			<gender>[MALE]</gender>
    			<ele>[WIND]</ele>
    			<class>[HEIR]</class>
    			<aspect>[BREATH]</aspect>
    			<weapon>[HAMMER]</weapon>
    			<interest>[MOVIES]</interest>
    			<aitem>[OIL]</aitem>
    			<level>1</level>
    			<hp>50</hp>
    			<chp>50</chp>
    			<str>15</str>
    			<tgh>10</tgh>
    			<qck>7</qck>
    			<int>4</int>
    			<wll>4</wll>
    			<exp>0</exp>
    			<tnlexp>100</tnlexp>
    			<tech>[BASH]</tech>
    			<eq>[CLAWHAMMER] [CLOTH ARMOR]</eq>
    		</char>
    		<char slot="2">
    		    <cname>iin2ufferable priick</cname>
    			<gender>[MALE]</gender>
    			<ele>[FIRE]</ele>
    			<class>[KNIGHT]</class>
    			<aspect>[TIME]</aspect>
    			<weapon>[BLADE]</weapon>
    			<interest>[MOVIES]</interest>
    			<aitem>[AMBER]</aitem>
    			<level>1</level>
    			<hp>50</hp>
    			<chp>50</chp>
    			<str>10</str>
    			<tgh>15</tgh>
    			<qck>7</qck>
    			<int>4</int>
    			<wll>4</wll>
    			<exp>0</exp>
    			<tnlexp>100</tnlexp>
    			<tech>[GUARD]</tech>
    			<eq>[SHITTY SWORD] [CLOTH ARMOR]</eq>
    		</char>
    		<char slot="3">
    		    <cname>Barnbreath Turdburgler</cname>
    			<gender>[FEMALE]</gender>
    			<ele>[WATER]</ele>
    			<class>[SEER]</class>
    			<aspect>[LIGHT]</aspect>
    			<weapon>[NEEDLE]</weapon>
    			<interest>[ESCOTERICA]</interest>
    			<aitem>[CHALK]</aitem>
    			<level>1</level>
    			<hp>50</hp>
    			<chp>50</chp>
    			<str>4</str>
    			<tgh>4</tgh>
    			<qck>7</qck>
    			<int>10</int>
    			<wll>15</wll>
    			<exp>0</exp>
    			<tnlexp>100</tnlexp>
    			<tech>[FORSEE]</tech>
    			<eq>[KNITTING NEEDLES] [CLOTH ARMOR]</eq>
    		</char>
    		<char slot="4">
    		    <cname>Flightly Broad</cname>
    			<gender>[FEMALE]</gender>
    			<ele>[EARTH]</ele>
    			<class>[WITCH]</class>
    			<aspect>[SPACE]</aspect>
    			<weapon>[RIFLE]</weapon>
    			<interest>[GARDENING]</interest>
    			<aitem>[URANIUM]</aitem>
    			<level>1</level>
    			<hp>50</hp>
    			<chp>50</chp>
    			<str>4</str>
    			<tgh>4</tgh>
    			<qck>7</qck>
    			<int>15</int>
    			<wll>10</wll>
    			<exp>0</exp>
    			<tnlexp>100</tnlexp>
    			<tech>[SNIPE]</tech>
    			<eq>[BB GUN] [CLOTH ARMOR]</eq>
    		</char>
    		<inv>
    		    <stuff>[EMPTY]</stuff>
    		</inv>
    	</party>
    	<party slot="2">
    	    <char slot="1">
    		    <cname>Fartface Turdsmirk</cname>
    			<gender>[MALE]</gender>
    			<ele>[WIND]</ele>
    			<class>[HEIR]</class>
    			<aspect>[BREATH]</aspect>
    			<weapon>[HAMMER]</weapon>
    			<interest>[MOVIES]</interest>
    			<aitem>[OIL]</aitem>
    			<level>1</level>
    			<hp>50</hp>
    			<chp>50</chp>
    			<str>15</str>
    			<tgh>10</tgh>
    			<qck>7</qck>
    			<int>4</int>
    			<wll>4</wll>
    			<exp>0</exp>
    			<tnlexp>100</tnlexp>
    			<tech>[BASH]</tech>
    			<eq>[CLAWHAMMER] [CLOTH ARMOR]</eq>
    		</char>
    		<char slot="2">
    		    <cname>iin2ufferable priick</cname>
    			<gender>[MALE]</gender>
    			<ele>[FIRE]</ele>
    			<class>[KNIGHT]</class>
    			<aspect>[TIME]</aspect>
    			<weapon>[BLADE]</weapon>
    			<interest>[MOVIES]</interest>
    			<aitem>[AMBER]</aitem>
    			<level>1</level>
    			<str>10</str>
    			<tgh>15</tgh>
    			<qck>7</qck>
    			<int>4</int>
    			<wll>4</wll>
    			<exp>0</exp>
    			<tnlexp>100</tnlexp>
    			<tech>[GUARD]</tech>
    			<eq>[SHITTY SWORD] [CLOTH ARMOR]</eq>
    		</char>
    		<char slot="3">
    		    <cname>Barnbreath Turdburgler</cname>
    			<gender>[FEMALE]</gender>
    			<ele>[WATER]</ele>
    			<class>[SEER]</class>
    			<aspect>[LIGHT]</aspect>
    			<weapon>[NEEDLE]</weapon>
    			<interest>[ESCOTERICA]</interest>
    			<aitem>[CHALK]</aitem>
    			<level>1</level>
    			<hp>50</hp>
    			<chp>50</chp>
    			<str>4</str>
    			<tgh>4</tgh>
    			<qck>7</qck>
    			<int>10</int>
    			<wll>15</wll>
    			<exp>0</exp>
    			<tnlexp>100</tnlexp>
    			<tech>[FORSEE]</tech>
    			<eq>[KNITTING NEEDLES] [CLOTH ARMOR]</eq>
    		</char>
    		<char slot="4">
    		    <cname>Flightly Broad</cname>
    			<gender>[FEMALE]</gender>
    			<ele>[EARTH]</ele>
    			<class>[WITCH]</class>
    			<aspect>[SPACE]</aspect>
    			<weapon>[RIFLE]</weapon>
    			<interest>[GARDENING]</interest>
    			<aitem>[URANIUM]</aitem>
    			<level>1</level>
    			<hp>50</hp>
    			<chp>50</chp>
    			<str>4</str>
    			<tgh>4</tgh>
    			<qck>7</qck>
    			<int>15</int>
    			<wll>10</wll>
    			<exp>0</exp>
    			<tnlexp>100</tnlexp>
    			<tech>[SNIPE]</tech>
    			<eq>[BB GUN] [CLOTH ARMOR]</eq>
    		</char>
    		<inv>
    		    <stuff>[EMPTY]</stuff>
    		</inv>
    	</party>
    	<party slot="3">
    	    <char slot="1">
    		    <cname>Fartface Turdsmirk</cname>
    			<gender>[MALE]</gender>
    			<ele>[WIND]</ele>
    			<class>[HEIR]</class>
    			<aspect>[BREATH]</aspect>
    			<weapon>[HAMMER]</weapon>
    			<interest>[MOVIES]</interest>
    			<aitem>[OIL]</aitem>
    			<level>1</level>
    			<hp>50</hp>
    			<chp>50</chp>
    			<str>15</str>
    			<tgh>10</tgh>
    			<qck>7</qck>
    			<int>4</int>
    			<wll>4</wll>
    			<exp>0</exp>
    			<tnlexp>100</tnlexp>
    			<tech>[BASH]</tech>
    			<eq>[CLAWHAMMER] [CLOTH ARMOR]</eq>
    		</char>
    		<char slot="2">
    		    <cname>iin2ufferable priick</cname>
    			<gender>[MALE]</gender>
    			<ele>[FIRE]</ele>
    			<class>[KNIGHT]</class>
    			<aspect>[TIME]</aspect>
    			<weapon>[BLADE]</weapon>
    			<interest>[MOVIES]</interest>
    			<aitem>[AMBER]</aitem>
    			<level>1</level>
    			<hp>50</hp>
    			<chp>50</chp>
    			<str>10</str>
    			<tgh>15</tgh>
    			<qck>7</qck>
    			<int>4</int>
    			<wll>4</wll>
    			<exp>0</exp>
    			<tnlexp>100</tnlexp>
    			<tech>[GUARD]</tech>
    			<eq>[SHITTY SWORD] [CLOTH ARMOR]</eq>
    		</char>
    		<char slot="3">
    		    <cname>Barnbreath Turdburgler</cname>
    			<gender>[FEMALE]</gender>
    			<ele>[WATER]</ele>
    			<class>[SEER]</class>
    			<aspect>[LIGHT]</aspect>
    			<weapon>[NEEDLE]</weapon>
    			<interest>[ESCOTERICA]</interest>
    			<aitem>[CHALK]</aitem>
    			<level>1</level>
    			<hp>50</hp>
    			<chp>50</chp>
    			<str>4</str>
    			<tgh>4</tgh>
    			<qck>7</qck>
    			<int>10</int>
    			<wll>15</wll>
    			<exp>0</exp>
    			<tnlexp>100</tnlexp>
    			<tech>[FORSEE]</tech>
    			<eq>[KNITTING NEEDLES] [CLOTH ARMOR]</eq>
    		</char>
    		<char slot="4">
    		    <cname>Flightly Broad</cname>
    			<gender>[FEMALE]</gender>
    			<ele>[EARTH]</ele>
    			<class>[WITCH]</class>
    			<aspect>[SPACE]</aspect>
    			<weapon>[RIFLE]</weapon>
    			<interest>[GARDENING]</interest>
    			<aitem>[URANIUM]</aitem>
    			<level>1</level>
    			<hp>50</hp>
    			<chp>50</chp>
    			<str>4</str>
    			<tgh>4</tgh>
    			<qck>7</qck>
    			<int>15</int>
    			<wll>10</wll>
    			<exp>0</exp>
    			<tnlexp>100</tnlexp>
    			<tech>[SNIPE]</tech>
    			<eq>[BB GUN] [CLOTH ARMOR]</eq>
    		</char>
    		<inv>
    		    <stuff>[EMPTY]</stuff>
    		</inv>
    	</party>
    	<party slot="4" />
    </charlist>
    Code:
    <?xml version="1.0" encoding="UTF-8"?>
    
    <deslist>	
    	<interest>
    		<MOVIES>
    			<world>
    			Temples
    			Film
    			Projectors
    			Screens
    			</world>
    			<weapon>
    			</weapon>
    			<armor>
    			</armor>
    			<sprite>
    			</sprite>
    		</MOVIES>
    		<ESCOTERICA>
    			<world>
    			Magic
    			Faeries
    			Books
    			Scrolls
    			Illusion
    			</world>
    			<weapon>
    			</weapon>
    			<armor>
    			</armor>
    			<sprite>
    			</sprite>
    		</ESCOTERICA>
    		<ART>
    			<world>
    			Towers
    			Pillars
    			Statues
    			Paintings
    			Jpegs
    			</world>
    			<weapon>
    			</weapon>
    			<armor>
    			</armor>
    			<sprite>
    			</sprite>
    		</ART>
    		<GARDENING>
    			<world>
    			Gardens
    			Trees
    			Forests
    			Shrubs
    			Fruit
    			</world>
    			<weapon>
    			</weapon>
    			<armor>
    			</armor>
    			<sprite>
    			</sprite>
    		</GARDENING>
    		<DETECTIVES>
    			<world>
    			Hats
    			Crypts
    			Slums
    			Intrigue
    			Sleuths
    			</world>
    			<weapon>
    			</weapon>
    			<armor>
    			</armor>
    			<sprite>
    			</sprite>
    		</DETECTIVES>
    		<ARCHAEOLOGY>
    			<world>
    			Caves
    			Temples
    			Hats
    			Statues
    			Ruins
    			</world>
    			<weapon>
    			</weapon>
    			<armor>
    			</armor>
    			<sprite>
    			</sprite>
    		</ARCHAEOLOGY>
    		<SCIENCE>
    			<world>
    			Distance
    			Brains
    			Vials
    			Calculation
    			</world>
    			<weapon>
    			</weapon>
    			<armor>
    			</armor>
    			<sprite>
    			</sprite>
    		</SCIENCE>
    		<ROBOTICS>
    			<world>
    			Lenses
    			Gears
    			Tubes
    			Pipes
    			Steel
    			</world>
    			<weapon>
    			</weapon>
    			<armor>
    			</armor>
    			<sprite>
    			</sprite>
    		</ROBOTICS>
    	</interest>
    	<aitem>
    		<OIL>
    			<world>
    			Darkness
    			Shadow
    			Shade
    			Shale
    			Tar
    			</world>
    			<weapon>
    			</weapon>
    			<armor>
    			</armor>
    			<sprite>
    			</sprite>
    		</OIL>
    		<CHALK>
    			<world>
    			Pillars
    			Limestone
    			Powder
    			Talc
    			</world>
    			<weapon>
    			</weapon>
    			<armor>
    			</armor>
    			<sprite>
    			</sprite>
    		</CHALK>
    		<AMBER>
    			<world>
    			Sulphur
    			Resin
    			Sap
    			Honey
    			</world>
    			<weapon>
    			</weapon>
    			<armor>
    			</armor>
    			<sprite>
    			</sprite>
    		</AMBER>
    		<URANIUM>
    			<world>
    			Mountains
    			Radiation
    			Fission
    			Blasts
    			</world>
    			<weapon>
    			</weapon>
    			<armor>
    			</armor>
    			<sprite>
    			</sprite>
    		</URANIUM>
    	</aitem>
    	<aspect>
    		<BREATH>
    			<world>
    			Wind
    			Zephyr
    			Gusts
    			Gales
    			Currents
    			</world>
    			<weapon>
    			</weapon>
    			<armor>
    			</armor>
    			<sprite>
    			</sprite>
    		</BREATH>
    		<LIGHT>
    			<world>
    			Light
    			Glow
    			Radiance
    			Maps
    			Treasure
    			</world>
    			<weapon>
    			</weapon>
    			<armor>
    			</armor>
    			<sprite>
    			</sprite>
    		</LIGHT>
    		<TIME>
    			<world>
    			Currents
    			Clockwork
    			Harmony
    			Melody
    			</world>
    			<weapon>
    			</weapon>
    			<armor>
    			</armor>
    			<sprite>
    			</sprite>
    		</TIME>
    		<SPACE>
    			<world>
    			Frost
    			Snow
    			Distance
    			Frogs
    			</world>
    			<weapon>
    			</weapon>
    			<armor>
    			</armor>
    			<sprite>
    			</sprite>
    		</SPACE>
    		<LIFE>
    			<world>
    			Pulse
    			Glass
    			Dew
    			Grass
    			</world>
    			<weapon>
    			</weapon>
    			<armor>
    			</armor>
    			<sprite>
    			</sprite>
    		</LIFE>
    		<VOID>
    			<world>
    			Darkness
    			Shadow
    			Shade
    			Cold
    			</world>
    			<weapon>
    			</weapon>
    			<armor>
    			</armor>
    			<sprite>
    			</sprite>
    		</VOID>
    		<HEART>
    			<world>
    			Pulse
    			Twilight
    			Soul
    			Reflections
    			</world>
    			<weapon>
    			</weapon>
    			<armor>
    			</armor>
    			<sprite>
    			</sprite>
    		</HEART>
    		<HOPE>
    			<world>
    			Rainbows
    			Crystal
    			Angels
    			Wrath
    			</world>
    			<weapon>
    			</weapon>
    			<armor>
    			</armor>
    			<sprite>
    			</sprite>
    		</HOPE>
    		<DOOM>
    			<world>
    			Brains
    			Eyes
    			Domes
    			Twilight
    			Night
    			</world>
    			<weapon>
    			</weapon>
    			<armor>
    			</armor>
    			<sprite>
    			</sprite>
    		</DOOM>
    		<BLOOD>
    			<world>
    			Currents
    			Rust
    			Pulse
    			Haze
    			</world>
    			<weapon>
    			</weapon>
    			<armor>
    			</armor>
    			<sprite>
    			</sprite>
    		</BLOOD>
    		<MIND>
    			<world>
    			Lenses
    			Thought
    			Flow
    			Ideas
    			</world>
    			<weapon>
    			</weapon>
    			<armor>
    			</armor>
    			<sprite>
    			</sprite>
    		</MIND>
    		<RAGE>
    			<world>
    			Fighting
    			Fists
    			Hate
    			Swords
    			</world>
    			<weapon>
    			</weapon>
    			<armor>
    			</armor>
    			<sprite>
    			</sprite>
    		</RAGE>
    	</aspect>
    	<celement>
    		<WIND>
    			<world>
    			Cold
    			Clouds
    			Gusts
    			Storms
    			Breeze
    			</world>
    		</WIND>
    		<WATER>
    			<world>
    			Water
    			Mist
    			Dew
    			Waterfalls
    			</world>
    		</WATER>
    		<FIRE>
    			<world>
    			Fire
    			Flames
    			Heat
    			Warmth
    			Deserts
    			</world>
    		</FIRE>
    		<EARTH>
    			<world>
    			Mud
    			Caves
    			Sand
    			Mountains
    			</world>
    		</EARTH>
    	</celement>
    </deslist>
    oh, and party titles are not generated, they are input by the user in the character creation menu by way of buttons that open popups that include scrollable, item selectable, lists.




    oh, and if you want to generate the entire party's lands at once (unlike what happens in the game) you can write up a little function like -
    Code:
    def partyWorldNames(playerlist):
    	for item in playerlist:
    		x = worldNameGen(item)
    		print(x)
    i'm likely going to have to code in some sort of check to ensure that you dont duplicate descriptors, and it seems there may or may not be a bug in worldnamegen outputting out of category descriptors.... i couldent remember if the sample party i made that was not loaded from the sample xml had duplicate interests.

    remember, if you actually want to run this, you'll have tomash it all into one .py file, removing references to my modules (i think loadxml is the only one in these functions), run that file (ensuring the xml is in the same folder) , and then in IDLE do something like-
    Code:
    slotlist = []
    playerlist = importChars(slotlist, "1")
    partyWorldNames(playerlist)
    and you'll get output like -

    Land of Pillars and Soul
    Land of Tubes and Frogs
    Land of Mud and Faeries
    Land of Resin and Warmth
    Last edited by RAK; 07-19-2012 at 03:46 AM.
    (Editor Release 1){try it now!} - Ask A Juggalo - spoiler is NSFW (even moreso now)

  5. #105
    Moppet of Destiny
    Join Date
    Apr 2012
    Location
    Land of Corn and Politics
    Posts
    150

    Re: Insipisphere Quest [RAK's Secret Project](concept phase 2)

    I noticed as I was trying to think of lands names that all of the canon planets have one-syllable words as their first descriptor (with the exception of LOLCAT, which was probably just for the joke.) I don't know if you want to continue that trend, or how much work it would take to change what you have, I just thought I'd point it out.

  6. #106
    Emperor of Destruction RAK's Avatar
    Join Date
    Apr 2012
    Location
    Land of War and Energon
    Posts
    1,103

    Re: Insipisphere Quest [RAK's Secret Project](concept phase 2)

    Quote Originally Posted by Woe Kitten View Post
    I noticed as I was trying to think of lands names that all of the canon planets have one-syllable words as their first descriptor (with the exception of LOLCAT, which was probably just for the joke.) I don't know if you want to continue that trend, or how much work it would take to change what you have, I just thought I'd point it out.
    hrmmmmm. it would be a royal pain in the ass to divide descriptors by syllables and then modify the code to pick from the appropriate lists.

    i suppose this will be one liberty i take with canon for ease of coding/data storage.
    (Editor Release 1){try it now!} - Ask A Juggalo - spoiler is NSFW (even moreso now)

  7. #107
    Knight of Heart Captain Combusken's Avatar
    Join Date
    Nov 2011
    Location
    Land of Hope and Glory
    Pronouns
    he/him/his
    Posts
    1,199

    Re: Insipisphere Quest [RAK's Secret Project](concept phase 2)

    So, I really, really love this project. I like many Homestucks think that SBURB as a playable game would be an excellent, excellent idea. I don't know coding, but I DO have a penchant for making lists. So when the need arises, I'll probably be here helping.

    I'm a little confused about something, though. Just how much of this will we be able to choose ourselves? Like name and that's it, or do we get to provide/create our sprite, choose our title, choose our land name, choose our element (I personally have my own character with a sprite I really like, a title I really like (Knight of Heat, or Knight of Rage), a land I like to use (Land of Flames and Hardship (LOFAH)) and an element I like as well (Fire)). So, would I be able to choose these bits beforehand? I think it would be nice to, and there is always the option of a "random" or "Choose for me" option for those who want to challenge themselves.

    Secondly, are you planning on making on making the planets have a challenge for the player? For example, Rose's quest on her planet was to kill Cetus/get the fish back (she failed, obviously). Jade's was lighting the forge. The quests will have something to do with part of the name of the land. Jade's is the frost part, because it's the challenge of lightning something when it's frozen. Rose's is the rain part, because of the aquatic nature of Cetus. I think it would be a nice addition. Maybe I'm thinking too far ahead. maybe it's pretty much a non-issue. I just thought I'd give my opinion.

    One other thing on graphics/playing style. For fights against imps you could use the Sburb Strife Simulator's basics maybe? Like I said I don't know coding so I don't know if it could work, and I realise it would take longer and it may not really be an issue to you, but as before, it would enrich the game.
    (Avatar by D_What)

  8. #108

    Re: Insipisphere Quest [RAK's Secret Project](concept phase 2)

    Quote Originally Posted by Captain Combusken View Post
    So, I really, really love this project. I like many Homestucks think that SBURB as a playable game would be an excellent, excellent idea. I don't know coding, but I DO have a penchant for making lists. So when the need arises, I'll probably be here helping.

    I'm a little confused about something, though. Just how much of this will we be able to choose ourselves? Like name and that's it, or do we get to provide/create our sprite, choose our title, choose our land name, choose our element (I personally have my own character with a sprite I really like, a title I really like (Knight of Heat, or Knight of Rage), a land I like to use (Land of Flames and Hardship (LOFAH)) and an element I like as well (Fire)). So, would I be able to choose these bits beforehand? I think it would be nice to, and there is always the option of a "random" or "Choose for me" option for those who want to challenge themselves.

    Secondly, are you planning on making on making the planets have a challenge for the player? For example, Rose's quest on her planet was to kill Cetus/get the fish back (she failed, obviously). Jade's was lighting the forge. The quests will have something to do with part of the name of the land. Jade's is the frost part, because it's the challenge of lightning something when it's frozen. Rose's is the rain part, because of the aquatic nature of Cetus. I think it would be a nice addition. Maybe I'm thinking too far ahead. maybe it's pretty much a non-issue. I just thought I'd give my opinion.

    One other thing on graphics/playing style. For fights against imps you could use the Sburb Strife Simulator's basics maybe? Like I said I don't know coding so I don't know if it could work, and I realise it would take longer and it may not really be an issue to you, but as before, it would enrich the game.
    To the best of my understanding (and someone please correct me if I'm wrong):

    The list making will probably be useful.

    In chargen, you enter/ choose from a list: the names, classes, aspects, Interests, items, and genders, using the form in one of the above images.

    For the next question: I don't know.

    For using strife simulator, I doubt that will be the case.
    Strife simulator is in flash, this is in python.
    There is [b]small[\b] chance that parts could be used, but I don't think python and flash interface well.

  9. #109
    wweh variousVerse's Avatar
    Join Date
    May 2012
    Location
    Somewhere
    Posts
    120

    Re: Insipisphere Quest [RAK's Secret Project](concept phase 2)

    Awhile back Staff Deployment compiled most of the different assets for the arm and body poses we made in SSS, wiped the colors and put them into two sheets. They haven't seen much use in the project, but if you're looking to have custom character appearances those sheets are probably your best head start. The arm sheet is on the front page while the body sheet is somewhere in the latest pages of the thread.

  10. #110
    Guide of Doom AndIMustMask's Avatar
    Join Date
    Sep 2011
    Location
    Land of Gardens and Rust
    Posts
    430

    Re: Insipisphere Quest [RAK's Secret Project](concept phase 2)

    wasn't one of the pluses of the modular design thing that since everything's interchangeable someone could make a mod to change/replace the existing combat system? i could def see someone making an animated or even real-time combat system mod for it.
    Last edited by AndIMustMask; 07-19-2012 at 09:43 PM.

  11. #111
    Emperor of Destruction RAK's Avatar
    Join Date
    Apr 2012
    Location
    Land of War and Energon
    Posts
    1,103

    Re: Insipisphere Quest [RAK's Secret Project](concept phase 2)

    lists would be helpful, someone can take that "descriptors.xml" file in my last post, remove duplicate entries, and add in more... though please keep about an even level for them all.

    this is the chargen menu -

    everything you see here is customizable by the user, you can pick all of these aspects for your character. the only thing you cannot pick are stats (everyone starts the same, progression will be by class) and classical element... though you do have a measure of control over that... if you know what you are doing. worlds will be "random", but tied to things that you picked in character creation... so if you want a specific style of land name, you'll likely get it or something like it if you select the appropriate things when you make your party.

    on "player challenges" - yes, though it wont really be the best right at first. i'm not going to spoil it, but basically there will be two ways for a character to "win" his/her solo fight against his/her denizen. i say "win" because one of them will be "bad end". you'll have to wait and see for more details ;D

    on using SSS assets, _I_ am not planning on doing so, mainly because the art is not symbolic enough for what i personally want to ship in the game. i'm wanting ff6 style sprites, but as it will be moddable, you could conceivably use those in a graphics pack.

    on modding the combat system - unfortunately, that is one of the things that will be hardcoded. i dont see any other way to do otherwise. i suppose it could be done, but it would take much more skill than i have, and more effort than i am willing to supply. i am going to make an editor, after all, and you will be able to script your own fights

    you WILL be able to mod the weapons "magic" and "skills", and you'll likely have the source code as well. the former allows you to create combat that feels much different than my own, the latter allows you to radically change the entire game (provided you know python. my source shouldent be TOO hard to read, ive been commenting everything pretty good i think)

    progress: i didnt get worldgen done last night, but i did figure out how to do it, pretty much. i just need to test my plans a little more then actually write the code (that's how i tend to operate, i tend to write as much as i can in IDLE first to see how it's going to work) the big stumbling block is that encounters have 5 levels. with 7 stages, you'l go up an encounter level roughly every stage and a half. i want to write the program as concisely as possible, meaning in the fewest lines of code. so, to populate the stage encounter lists, i need to write a loop that can tell it has progressed 1.5 stages. im pretty sure ive thought out the solution properly, the only reason it didnt come to me immediately
    is that i tend to avoid compound conditional statements like
    Code:
    if x == 1 or y >2 and z<6:
    the reason why is because i got into programming via morrowind scripting (if you can script in morrowind,[and/or any other bethesda game after it] you can write python code.

    that's the reason i hardly ever use while loops as well.

    back to coding with me, ive been ready to write this portion all day at work today, and i need to do it before i forget how i did it.

    oh, by the way, if anyone wants to do a banner and/or siggraphic, that'd be awesome
    Last edited by RAK; 07-20-2012 at 12:30 AM.
    (Editor Release 1){try it now!} - Ask A Juggalo - spoiler is NSFW (even moreso now)

  12. #112
    Guide of Doom AndIMustMask's Avatar
    Join Date
    Sep 2011
    Location
    Land of Gardens and Rust
    Posts
    430

    Re: Insipisphere Quest [RAK's Secret Project](concept phase 2)

    actually, im not sure why the combat would need to be hardcoded--then again i dont know jack about coding.

    you couldn't have encounters load up a "battle" script, and then once battle is over, the game checks the afterbattle stats and updates your stats accordingly? i mean, as long as whatever combat system was used has the outputs for the check to... check, i dont see why it matters how it went about getting those stats to display.

    like before battle you have 23/50 hp, and during the battle you get healed back to full. once the battle's over it checks your stats compared to what they were before the fight and updates accordingly, changing your hp on the map to 50/50, as well as updating your new XP and money totals.


    the only interaction the two would have would be:
    game: when condition X is met, run "combat"
    combat: run "battle checkstat" and update accordingly. once battle is concluded, run "game"
    game: run "statcheck" and update accordingly--if HP=0/max then add status KO/dead to appropriate targets

    "battle checkstat" checks the game's stats prior to the battle and uses those for the start of the battle.
    "checkstat" checks the battle's stats after its conclusion, and updates the character's stats accordingly.
    Last edited by AndIMustMask; 07-20-2012 at 01:11 AM.

  13. #113
    Emperor of Destruction RAK's Avatar
    Join Date
    Apr 2012
    Location
    Land of War and Energon
    Posts
    1,103

    Re: Insipisphere Quest [RAK's Secret Project](concept phase 2)

    that's about how it works, though it does not check beforehand, as it knows from whenever the stats were loaded in in the first place, or last modified. character objects reside in active memory, after all.

    the thing is, to change the actual battle system, not just the stuff i make easily moddable, you'll have to modify the source code. now, granted, the battle stuff is all going to be in one .py folder, so if you wanted to, you could code up a new file using all the same names, but different code, and then you could do as you desire.

    all the stuff that tells the computer "draw this menu here", "animate this sprite like that" "selecting the fight command triggers a function that adds your strength and equipped weapon attack power then subtracts the target's defense and removes that number of hitpoints from the target" and such must by their nature be hardcoded.

    but as i said, you'll have the ability to script battles. this means tweaking the AI to follow a certain pattern, adding in "events" or even just different enemy states.(for the latter two, think of the snail boss in ff6, every so many turns he withdraws into his shell, attacking his shell unleashes a powerful counterattack)

    the scripting system will be a powerful tool, as it will be what i will use to make the bonus content, and do the scripted battles in the game proper.


    edit:
    progress report: worldgen works. it names the planet, and populates it with encounters properly. rather than fancy loops, i just did it manually for greater control. i suppose i had put together the save game menu now, and then i guess it's time to do spritegen. i'll do monstergen before battle.... the game will keep encounters stored as xml untill you are on a stage, and then it will transfer that xml into game objects. this will cut down on memory usage i suppose.

    so, i suppose it's time for us to compile objects you can prototype your sprite with. objects should be tied to interests, and keep in mind that someone will have to draw these, and we'll have to come up with sprite powers.
    Last edited by RAK; 07-20-2012 at 02:10 AM.
    (Editor Release 1){try it now!} - Ask A Juggalo - spoiler is NSFW (even moreso now)

  14. #114
    shinyjiggly's Avatar
    Join Date
    Aug 2011
    Location
    my mom's house
    Posts
    510

    Re: Insipisphere Quest [RAK's Secret Project](concept phase 2)

    Someone call for a sig banner?

    Hopefully I copy-pasta'd the name correctly (I've never even been able to pronounce or remember that word correctly.)
    Yes, it is under 80 pixels tall, 52px to be exact. It could probably be cut down a bit more if needed.

    Enjoy!

  15. #115
    Emperor of Destruction RAK's Avatar
    Join Date
    Apr 2012
    Location
    Land of War and Energon
    Posts
    1,103

    Re: Insipisphere Quest [RAK's Secret Project](concept phase 2)

    Quote Originally Posted by shinyjiggly View Post
    Someone call for a sig banner?

    Hopefully I copy-pasta'd the name correctly (I've never even been able to pronounce or remember that word correctly.)
    Yes, it is under 80 pixels tall, 52px to be exact. It could probably be cut down a bit more if needed.

    Enjoy!
    awesome! i'm saving me a copy of that so your pB bandwidth isnt killed =D thanks a bundle!
    (Editor Release 1){try it now!} - Ask A Juggalo - spoiler is NSFW (even moreso now)

  16. #116
    Guide of Doom AndIMustMask's Avatar
    Join Date
    Sep 2011
    Location
    Land of Gardens and Rust
    Posts
    430

    Re: Insipisphere Quest [RAK's Secret Project](concept phase 2)

    Quote Originally Posted by shinyjiggly View Post
    Someone call for a sig banner?
    *snip*
    Hopefully I copy-pasta'd the name correctly (I've never even been able to pronounce or remember that word correctly.)
    Yes, it is under 80 pixels tall, 52px to be exact. It could probably be cut down a bit more if needed.

    Enjoy!
    it's pronounced in - sip - ih - sphere as far as i know.

  17. #117
    Emperor of Destruction RAK's Avatar
    Join Date
    Apr 2012
    Location
    Land of War and Energon
    Posts
    1,103

    Re: Insipisphere Quest [RAK's Secret Project](concept phase 2)

    Quote Originally Posted by AndIMustMask View Post
    it's pronounced in - sip - ih - sphere as far as i know.
    yep, from the root word "incipient", likely used as a synonym for "nascent".

    "insipisphere" is perhaps my favorite portmanteau originating in homestuck.

    i took a break last night after finishing up worldgen. between this and work, ive been doing little else, so i played me a little bit of summon night.

    i know it'll only be available in "new game+" but i just realized we dont know what, if anything, an unprototyped sprite can do. every sprite we've seen has either been prototyped before entry, of has been prototyped shortly after entry. this means there will actually be 5 NG+ session prototyping options, the void session having 0 or up to two post-entry.

    remembering act1, perhaps an unprototyped sprite can do nothing at all. that may be the path to take.... plus it's more for "hard mode"
    (Editor Release 1){try it now!} - Ask A Juggalo - spoiler is NSFW (even moreso now)

  18. #118
    Guide of Doom AndIMustMask's Avatar
    Join Date
    Sep 2011
    Location
    Land of Gardens and Rust
    Posts
    430

    Re: Insipisphere Quest [RAK's Secret Project](concept phase 3){PROTOTYPING}

    Quote Originally Posted by RAK View Post
    yep, from the root word "incipient", likely used as a synonym for "nascent".

    "insipisphere" is perhaps my favorite portmanteau originating in homestuck.

    i took a break last night after finishing up worldgen. between this and work, ive been doing little else, so i played me a little bit of summon night.

    i know it'll only be available in "new game+" but i just realized we dont know what, if anything, an unprototyped sprite can do. every sprite we've seen has either been prototyped before entry, of has been prototyped shortly after entry. this means there will actually be 5 NG+ session prototyping options, the void session having 0 or up to two post-entry.

    remembering act1, perhaps an unprototyped sprite can do nothing at all. that may be the path to take.... plus it's more for "hard mode"
    iirc rose said they're (null sessions) basically inert. enemies don't get prototyping stuff, kings and queens don't get the rise in powerlevel, the war stays in an eternal stalemate

    so it'd be like a sandbox mode. never gotta worry about the main plotline since it's frozen as long as nobody prototypes anything, so you can dick around and try to finish all the sidequests and minmax some sweetlootz.

  19. #119
    Emperor of Destruction RAK's Avatar
    Join Date
    Apr 2012
    Location
    Land of War and Energon
    Posts
    1,103

    Re: Insipisphere Quest [RAK's Secret Project](concept phase 3){PROTOTYPING}

    Quote Originally Posted by AndIMustMask View Post
    iirc rose said they're (null sessions) basically inert. enemies don't get prototyping stuff, kings and queens don't get the rise in powerlevel, the war stays in an eternal stalemate

    so it'd be like a sandbox mode. never gotta worry about the main plotline since it's frozen as long as nobody prototypes anything, so you can dick around and try to finish all the sidequests and minmax some sweetlootz.
    void, not null, as b1 was a null session as well.... a void session is a subset of null.

    perhaps i'll make two kinds of void sessions, "sandbox mode" as you describe, and one mimicking b2.... you'll pick a "proper" party to bring their battlefield to you. not much progress will be made this weekend, i work most of the hours of the day till monday.
    (Editor Release 1){try it now!} - Ask A Juggalo - spoiler is NSFW (even moreso now)

  20. #120
    Guide of Doom AndIMustMask's Avatar
    Join Date
    Sep 2011
    Location
    Land of Gardens and Rust
    Posts
    430

    Re: Insipisphere Quest [RAK's Secret Project](concept phase 2)

    Quote Originally Posted by Woe Kitten View Post
    (with the exception of LOLCAT, which was probably just for the joke.)
    this is hussie we're talking about. even his jokes are serious and canon.

  21. #121
    ParanoidHombre's Avatar
    Join Date
    Sep 2011
    Location
    Land of Sand and Wind
    Posts
    208

    Re: Insipisphere Quest [RAK's Secret Project](concept phase 3){PROTOTYPING}

    I just would like to say, that this is an awesome idea, and it's even awesome-r that you've already jumped over the first hurdle most people come to when trying to make a Sburb-like-game, and that's getting the world generator. I will be stalking this thread like a leopard in the savannah, eager to swipe up some wicked-sick downloads, dawg.

    I would also love for, once this game is good and done, there to be a thread dedicated to the mods for this game, because that'd be awesome.

  22. #122
    Emperor of Destruction RAK's Avatar
    Join Date
    Apr 2012
    Location
    Land of War and Energon
    Posts
    1,103

    Re: Insipisphere Quest [RAK's Secret Project](concept phase 3){PROTOTYPING}

    Quote Originally Posted by ParanoidHombre View Post
    I just would like to say, that this is an awesome idea, and it's even awesome-r that you've already jumped over the first hurdle most people come to when trying to make a Sburb-like-game, and that's getting the world generator. I will be stalking this thread like a leopard in the savannah, eager to swipe up some wicked-sick downloads, dawg.

    I would also love for, once this game is good and done, there to be a thread dedicated to the mods for this game, because that'd be awesome.
    the world generator really isnt "hard" stuff, its just using a built-in function to randomly pick words from lists. that and then randomly pick encounters from lists. anyone could do it an hour into learning python, if that.

    its just doing that to and from xml with a gui that's not easy (mainly due to shitty documentation)

    glad to see that it's finally catching on! spread the word, and dont hesitate to comment or submit something (lists, and music right now)

    i'll try to have something downloadable as soon as i can, but that's a ways off yet... i want most everything working before i release it anywhere.
    (Editor Release 1){try it now!} - Ask A Juggalo - spoiler is NSFW (even moreso now)

  23. #123
    Guide of Doom AndIMustMask's Avatar
    Join Date
    Sep 2011
    Location
    Land of Gardens and Rust
    Posts
    430

    Re: Insipisphere Quest [RAK's Secret Project](concept phase 3){PROTOTYPING}

    Quote Originally Posted by RAK View Post
    the world generator really isnt "hard" stuff, its just using a built-in function to randomly pick words from lists. that and then randomly pick encounters from lists. anyone could do it an hour into learning python, if that.
    but i'm like two days into learning python and all i'm learning is text and string formatting

  24. #124
    Emperor of Destruction RAK's Avatar
    Join Date
    Apr 2012
    Location
    Land of War and Energon
    Posts
    1,103

    Re: Insipisphere Quest [RAK's Secret Project](concept phase 3){PROTOTYPING}

    Quote Originally Posted by AndIMustMask View Post
    but i'm like two days into learning python and all i'm learning is text and string formatting
    must be using a different learning aid than i did. the one i used made use of the random module fairly early. after two days you should understand the explanation
    Code:
    random.choice(list to chose from, number of choices)
    right?

    really, i just feed it the lists of descriptors, and tell it how many to chose. (well, i also compare the two choices, and tell it to pick again if they are the same) the hard part is making the source lists in the first place (due to shitty docs for the xml.etree module) and displaying it in a gui (due to the even shittier docs for PGU)

    if those two had documentation as good as python itself does, it would have taken me no time at all to get as far as i have.

    oh, and dont hesitate to ask me anything if you need help with something about python, helping someone else might help me to make a breakthrough in understanding in my own troubles.
    (Editor Release 1){try it now!} - Ask A Juggalo - spoiler is NSFW (even moreso now)

  25. #125
    Guide of Doom AndIMustMask's Avatar
    Join Date
    Sep 2011
    Location
    Land of Gardens and Rust
    Posts
    430

    Re: Insipisphere Quest [RAK's Secret Project](concept phase 3){PROTOTYPING}

    Quote Originally Posted by RAK View Post
    must be using a different learning aid than i did. the one i used made use of the random module fairly early. after two days you should understand the explanation
    Code:
    random.choice(list to chose from, number of choices)
    right?

    really, i just feed it the lists of descriptors, and tell it how many to chose. (well, i also compare the two choices, and tell it to pick again if they are the same) the hard part is making the source lists in the first place (due to shitty docs for the xml.etree module) and displaying it in a gui (due to the even shittier docs for PGU)

    if those two had documentation as good as python itself does, it would have taken me no time at all to get as far as i have.

    oh, and dont hesitate to ask me anything if you need help with something about python, helping someone else might help me to make a breakthrough in understanding in my own troubles.
    definitely must be using a different learning aid. i'm still getting info on string formatting and print. and just got into prompts (using raw_input()) and importing modules. that said, i do sort of understand how what you posted works.

    and while i haven't gotten much beyond "make powershell say this" exercises, i'll be sure to ask if i hit any roadblocks.

    EDIT: Ah, one thing that has annoyed me is that the book never seems to get into % formatters beyond d, s, and r, nor will it tell me the difference between the first two (i mean c'mon, a simple chart in the book with "this does this" would suffice, why the hell would they leave that out).
    Last edited by AndIMustMask; 07-23-2012 at 01:50 AM.

Page 5 of 12 FirstFirst ... 2345678 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •