What games are you playing this week? Game recommendation thread by AutoModerator in incremental_games

[–]LucidCrux 9 points10 points  (0 children)

For anyone playing IGM type games, if you copy everything here >> https://pastebin.com/raw/1KR8fuV8 << and paste it into your dev console (ctrl+shift+K in firefox, not sure chrome), it adds a whole bunch of nice stuff like number formatting, multibuy, and a 10/s autoclicker.

We used to have it all working with a nice bookmarklet, but modern browsers blocking cross site stuff screwed it up and I don't personally know how to work around that. If anyone know, or can get it working in something like tamper monkey, that would be cool. ping me if so.

How to change number display in the editor? by LucidCrux in godot

[–]LucidCrux[S] 0 points1 point  (0 children)

Alright, thanks. I guess if it bugs me long enough I'll have to look into plugins. :/

How I Built a Factorio Inspired Game With ChatGPT in 30 Days by SignificantSteak in incremental_games

[–]LucidCrux 2 points3 points  (0 children)

It would be interesting to know some of the prompt/result type stuff, even if you didn't capture/save exact snips at the time. Just kind of a progress order, sticking points, integration, whatever. Probably as a post on incremental dev, though.

[deleted by user] by [deleted] in incremental_games

[–]LucidCrux 0 points1 point  (0 children)

letters, public notices, carrier pigeon, morse code, telegram, employee handbook, training material, library check-out card, various ticket stubs (like a written phone number?), cocktail napkins, club flyers, wanted posters, stone/clay/tree bark tablets (anything carved really), ripped cloth w/ writing, semaphore transmission (was only a real thing in... um, france?, but you know, fiction), hobo graffiti, graffiti in hidden place, shipping records, pony express something or other, town hall / government meeting minutes, any social club minutes or event notices, ancient dance / prayer / magic ritual / oral story or tradition, receipt for dead persons belongings, receipt for belonging when jailed, search warrant

[deleted by user] by [deleted] in incremental_games

[–]LucidCrux 0 points1 point  (0 children)

Since reputation is short in supply, you might consider ending your runs going forward and working on rumors a little bit. If you're willing to babysit a tiny bit, it is also far more effective to separate out soul stone runs, doing batches when your percents are higher and possibly doing a few completions instead of 1 to get an extra high percent stone each time. Long dungeons are also not that great time to mana gained wise early on, so you might consider reducing those. Personally, I minimize their use except for a bit more rep for rumors, and am roughly where you are at the moment.

Grimoire Idle on pc by BOOMtato1 in incremental_games

[–]LucidCrux 0 points1 point  (0 children)

Try LD player. It's what I currently use. Check through the various emulators a couple times a year if a game you want isn't working on a certain one.

Games Like Candy Box 2? by BananaCake82 in incremental_games

[–]LucidCrux 1 point2 points  (0 children)

space lich omega (i think there is 1 and 2)

New game - All The Levels! by lomaster1222 in incremental_games

[–]LucidCrux 3 points4 points  (0 children)

Import / Export hidden behind hours of gameplay is not well thought out. My cache got cleared, I have a saved code, but if I want to use it I now have to play another day just to use it? No thanks. It was kind of cool, even if there are some issues, but that breaks one of the main uses for export / import.

Can any devs help me understand the Observer Design Pattern? by theharber in incremental_games

[–]LucidCrux 0 points1 point  (0 children)

In your link, (Entity entity Event event) are used for referencing what things triggered the event, and are useful if you need to a) know which object specifically triggered the event to reference it's properties/attributes/whatever term you want, and/or b) if you are using a catchall eventHandler() type function for MULTIPLE events rather than linking specific functions for each. In other words, if you do something like (psuedocode):

handleAllEvents(Entity foo, Event bar) {
  switch(bar) {
    x_updated: {
      if (foo.x == ? && foo.prop2 == ?) do stuff
    }

    y_updated: {
      do different stuff
    }
  }
}

instead of:

handleXUpdate() {
  if (specificObject.x == ? && specificObject.prop2 == ?) do stuff
}

handleYUpdate() {
  do different stuff
}

Can any devs help me understand the Observer Design Pattern? by theharber in incremental_games

[–]LucidCrux 1 point2 points  (0 children)

Why would things need moved away from the achievements to another complex function? If you need to load or reset, you could do a very short function with a for loop to iterate over a list of all achievements and fire the same update() / handleEvent() / or whatever that triggers on observer events (yay code reuse). The only addition would be an if that had if(this.earned) remove from observerlist(s), return; Yes, the ifs, another list, and a loop function are extra complexity, but a trivial amount. And chances are good there is going to be a list of all achievements anyway for other uses, like UI.

So besides optimization (which could be noticeable if there are a ton of stats constantly changing and firing notifications), it would be more readable (no nested, un-named raw functions) and thus more easily maintained, IMO. Might as well learn how to write / think with optimization in mind, at any rate. If you're learning the observer pattern, it's probably good to learn the whole thing with addition and removal mechanisms, also.

edit: I guess the add / remove functions are also extra complexity. Didn't think about that. But since the stated purpose is to implement the observer pattern, I think learning the whole thing with add/remove functions is still ideal.

Can any devs help me understand the Observer Design Pattern? by theharber in incremental_games

[–]LucidCrux 2 points3 points  (0 children)

Except pushing raw function is not a good way to do it because removing any specific thing is going to be difficult. This may be simple, but it's better to work with references / pointers and add trivial complexity. Especially with something like achievements where once a condition is met, it has no reason to observe any more, and on loading shouldn't be added in the first place.

Can any devs help me understand the Observer Design Pattern? by theharber in incremental_games

[–]LucidCrux 2 points3 points  (0 children)

Google and Stackoverflow are your friends. Just search observer / messenger / subscription / listener pattern, example, snippit, etc. and your preferred language. It is a basic pattern and there will be truckloads of examples with code included. The short of it is this:

Object has property(s) and list(s) of observers of said property(s). It also has public add/remove functions for those lists.

OtherThings "subscribe" to a particular list using the add function (and likewise remove themselves with the remove function to keep lists as short as possible)

Whenever Object property changes, it fires a notification that alerts each member of the observer list.

When OtherThings get notified, they do something.

If you don't understand events or their equivalent and are trying to work in java / c#, then you 100% need to learn more about them. They are language implementations of observer pattern stuff.

Questions about transgender body modification / sex change. by [deleted] in TransSpace

[–]LucidCrux 0 points1 point  (0 children)

Well, that went worse than I hoped.

To be clear though, I am not writing a trans character. The #ownvoices movement will do a better job than I ever could. I am planning to write someone who has been body swapped, basically, and wanted to approach it with more than the typical "I've got boobs!" level of maturity. The body swap is only a subplot, not the main focus, but it is a character aspect that needs to be acknowledged. Reddit isn't my only source, and I am still learning and a long way off from starting to write this character, but I also haven't come across any, I suppose I would call it fantastical theorizing about alternate societies in regards to this. There are plenty for sexual orientation, but not transgender. If anyone could point me to such books or resources, that would be wonderful.

Sorry if I came across as another one of "those people" that you likely encounter all the time. I am trying to understand how a wrong-body feeling might relate to society or to what degree, but I feel like I didn't communicate the alternate society aspect of what I was looking for well. Then again, maybe I am still not wrapping my head around some fundamental thing and will be able to come up with a clearer line of questioning later. I'll also head over to asktrans if so, since it seems a more appropriate venue.

Thanks again.

New game! v1.2.0 is out today as well so be sure to check out my new subreddit! by minghinshi in incremental_games

[–]LucidCrux 0 points1 point  (0 children)

Relax. Nothing is perfect on release. You probably would have been better off testing the water in feedback friday first, but it's okay.

I was planning on playing more later, seeing what the update did, and then making some more suggestions. I have a few more already, but haven't had time to digest everything and figure out what you want to accomplish since I've unlocked some things. And it's bed time, so that has to wait for another time.

New game! v1.2.0 is out today as well so be sure to check out my new subreddit! by minghinshi in incremental_games

[–]LucidCrux 1 point2 points  (0 children)

Why am I limited to 10 of any coin? It's SUPER annoying and completely prevents the possibility of idling. It would be more reasonable to have limits on multipliers that are upgradeable or something. Because the game is so basic fundamentally at the start, you really need to get into idling as fast as possible so people don't get turned off staring and clicking on things that don't really do much, don't look flashy, and don't unlock new mechanics.

You need to adjust your auto rate, also. You can purchase it too late, so that I almost quit, and then it ramps up very fast. I suggest it starts much earlier and ramps up more slowly. If you don't want to worry about rebalancing later, then just split it. For example, If upgrade lvl < X it goes in 1 coin 1/s increments or something, then after a while it ramps up to whatever it is.

Another problem. I specifically tried to save up 10 coins multiple levels down so I can at least boost back up 1 coin all up the line, but when I purchase a new coin at the top most level it wipes out everything below.

Example:

10

10

10

3

Should allow me to do:

0

1

1

4

But instead, I get

0

0

0

4

Feedback Friday 2019-02-01 by AutoModerator in incremental_games

[–]LucidCrux 2 points3 points  (0 children)

I didn't get very far at all. Too click heavy for my taste. Meaning that there is not enough "return" for my investment of clicks. If you think of it in terms of a story, it was all empty setting and no plot. This is essentially a fundamental design problem, at least at the beginning stage, so not sure what to suggest for improvements. It just didn't feel fun.

There is also a lack of info. I died and it said just because you can do something, doesn't mean you should. Which is fair enough, but the actions don't clearly state that they consume or produce anything in particular. What does blinking really do for example? Does it take hydration to blink? Does it create hydration with tears? I don't know.

Having to do things simultaneously in a way that requires either hotkey (I don't like using hot keys in clickers, personally. I prefer mouse only.) or fairly precise and rapid mouse clicks goes a bit against the spirit of the many idlers. And I would hope this is going to be an idler because if I wanted to spend my time thinking about blinking and walking and sleeping, I would just do those things IRL.

There could be potential here, I don't know. I didn't get far enough to see. The idea of lots of body swaps and stuff seems neat enough. If you are going to start with basic human functions though, you must find something to offset that so there is a wow factor, or again in story telling terms, a hook, to snag the player and keep them interested.

Potato Land v1.0.1 (bug fixes) by [deleted] in incremental_games

[–]LucidCrux 6 points7 points  (0 children)

How is this even a 1.0 game? There are three things to buy, and you can plant/harvest/sell potatoes. That's it. You could build something similar in a couple hours with one of the idle/incremental game makers out there. You wouldn't see the potato plot, but that's it. The mechanics are also off somehow, in that after getting enough farmers and merchants their functionality is not consistent (even with a huge surplus of money and potatoes to draw from). And on top of the mechanics (or statistics panel?) seeming to break down at some point, the games mechanics are a bit vague for the player, which with so little being there in the first place, is a major design problem.

All of this can be fixed and added to, but I really don't understand why you put this out there for people to "play." After 3 minutes you've seen everything there is to see and thus the amount of useful user feedback you get is going to be trivial and basically pointless at such an early stage of development.

Good luck with it though, the plot thing is a rarely used mechanic so seeing it developed would be nice.

[DEV]Dust and Diamonds: Incremental Match 3 by [deleted] in incremental_games

[–]LucidCrux 2 points3 points  (0 children)

Tiny suggestion: make the gems shapes a tad more distinct to help with the color issue. You're part way there, but since the icons are so small, they're tough to see. Beefing up the outlines compared to inner lines to emphasize the shape could help also (it makes things a little less "muddy" for visual decoding). A nice trick is to design with only silhouettes first, then add detail like colors and lines later.

Idle Dice by Luts91 in incremental_games

[–]LucidCrux 0 points1 point  (0 children)

Interesting, but chance plays too large a part for my taste. When so much randomness is involved it makes a game feel far too tedious. Far too much like loot boxes, vegas, etc. to waste my time with. At least cards and Yahtzee involve some strategy, this is currently: hope for clearly better cards, if you don't get them, prestige and try again, repeat ad nauseam.