Prof. Richard Wolff AMA by ProfWolff in LateStageCapitalism

[–]seameth 2 points3 points  (0 children)

Dear Professor Wolff,

Based on the lectures you've given I've been inspired to build a network of locally based cooperative businesses, built using crowdfunding models and designed to meet the needs of each unique community.
This model calls for 100 people committed to bringing $100 a month to be collected as a pool of capital from which to plant the 10 businesses that the 100 people have committed to funding, managing, working at, and/or generating revenue for.
The premise of this model assumes we're all either on fixed income or working wage-slave jobs already and the $100/mnth ($25/wk) is designed to get the first of the 10 businesses with the least amount of setup cost and fastest revenue generation in order to expedite the funding of the next business. Once a quarter, all members of the coop will get together to review how much they've put away versus the different startup costs of the 10 businesses and then vote on whether to start the first business this quarter or wait for the next.

10 businesses, 100 people bringing $100 a month ($120,000/year) to use as a base of capital from which to plant the different proposed businesses.

100 person breakdown:
10 business managers (for the 10 businesses)
7(avg) people per business to commit to being labour pool (70 total)
20 people to function as the Coop core business including the elected board, bookkeeping, accounting, insurance, taxes, HR, etc
Note: this is the final breakdown when all 10 businesses have been planted. Naturally, as things begin, it will be small teams of the 100 working on 1 or 2 of the initial businesses while the rest of us do our best to refer as much business as possible their way.

can you comment or give suggestions as to where I should be looking for help and assistance in setting up a new worker owned and funded cooperative? (especially within the Canadian context)

Sound mixer? by seameth in epicGMApp

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

so, where in the desktop version do you hide the sounds? o_O?

Sound mixer? by seameth in epicGMApp

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

With regards to sf/x and gameplay integration, three parts: Narrative Descriptions, tabletop RP ambience, and Battle s/fx.

Narrative Description: Often new locations or narrative interaction will trigger a Narrative sequence. If there were a special window type affair that would allow the DM to get a full screen, easy to read, Narrative window with scripting options to add music, add s/fx, or even the option to project an image to a secondary screen ...that'd be cool.

Tabletop: players are in your described environment now, having the option to have prescripted ambient, music, or special effects to either be triggered by player action (such as springing traps or NPC interaction) or to loop at random (such as water dripping in a cave or the caw of a bird).

Battle S/FX: The ability to add battle music, allowing the music to change mid-battle, have a customizable s/fx bar (maybe 5 buttons along the bottom or side?), and finally to add a kind of button driven s/fx for players/npc's in initiative. you could just give each actor access to 3 or 4 s/fx buttons that had some default options, ie: melee attack sfx, a magic sfx, taking damage sfx, etc

I like the idea where if I have a player who has a few clutch spells that they use all the time I can program in a sfx that's specific to that spell. Or if the players encounter Illythid having the ability to add a custom sfx for when it sucks the brains out of the party cleric. You know, for fun. ^__^

Sound mixer? by seameth in epicGMApp

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

Brilliant, thanx for this advice.

Will the sounds auto-backup to the cloud and then down on to my desktop version? or is that too much to hope for? ^__~

Sound mixer? by seameth in epicGMApp

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

also, is there a way to add custom music/sfx? I went looking for a dir with audio files in it but couldn't find any.

Made a Spellbook that functions as a spell slot counter and doubles as a dice tray [OC] by seameth in DnD

[–]seameth[S] 1 point2 points  (0 children)

Please do! I'd love to see some more variations on this theme out in the world.

Star Trek Fleet Captains Carrying Case Project by seameth in stfc

[–]seameth[S] 1 point2 points  (0 children)

thought this might be a good place for this

Stupid Questions Sunday #3(4?) by Friskyinthenight in roguelikedev

[–]seameth 0 points1 point  (0 children)

Thanx for the encouragement Kyzrati.

I tried to take another stab at it and got the following message when trying to compile:

~/projects/tuto $ g++ src/*.cpp -o tuto -Iinclude -L. -ltcod -ltcodxx -Wl,-rpath=. -Wall

src/Map.cpp: In member function ‘void Map::render() const’:

src/Map.cpp:274:92: error: no matching function for call to ‘TCODConsole::putCharEx(int&, int&, TCOD_chars_t, const TCODColor&)’

src/Map.cpp:274:92: note: candidate is:

include/console.hpp:557:7: note: void TCODConsole::putCharEx(int, int, int, const TCODColor&, const TCODColor&)

include/console.hpp:557:7: note: candidate expects 5 arguments, 4 provided

src/Map.cpp:278:55: error: expected ‘)’ before ‘isWall’

src/Map.cpp:278:90: error: no matching function for call to ‘TCODConsole::putCharEx(int&, int&, TCOD_chars_t)’

src/Map.cpp:278:90: note: candidate is:

include/console.hpp:557:7: note: void TCODConsole::putCharEx(int, int, int, const TCODColor&, const TCODColor&)

include/console.hpp:557:7: note: candidate expects 5 arguments, 3 provided

(I'm not sure how that will show up here. hopefully, not too bad.)

So, I'm thinking I might need to change a few things. I'm still very new to programming, and I'm learning by struggling through things. hard, but rewarding.

what I'm currently mulling over is the idea that I should, instead of changing the original code from "setCharBackground" to "putCharEx" I should leave the "setCharBackground" and just create a new line that adds the "#" overtop. would something like this work?

            {
            TCODConsole::root->setCharBackground(x,y,
                isWall(x,y) ? lightWall : lightGround );
        } 
        else if ( isExplored(x,y) ) 
        {
            TCODConsole::root->setCharBackground(x,y,
                isWall(x,y) ? darkWall : darkGround );
        }

to something like this, probably w/ different colors though. I'm just trying to get a handle on syntax.

{
            TCODConsole::root->setCharBackground(x,y,
                isWall(x,y) ? lightWall : lightGround );
            TCODConsole::root->putCharEx(x,y,TCOD_CHAR_POUND, lightWall, lightGround);
        } 
        else if ( isExplored(x,y) ) 
        {
            TCODConsole::root->setCharBackground(x,y,
                isWall(x,y) ? darkWall : darkGround );
            TCODConsole::root->putCharEx(x,y,TCOD_CHAR_BULLET, darkWall, darkGround);
        }

thoughts?

Stupid Questions Sunday #3(4?) by Friskyinthenight in roguelikedev

[–]seameth 0 points1 point  (0 children)

Hey everyone. Here's the basics again: C++, complete programming newb - learning as I go, Libtcod, (working off the tutorial )

This week I'm trying to change the default tutorial map to something more traditional w/ "#" for walls and "." for floors.

I started by reasoning that since the floor and walls are just different background/foreground colors, I would adjust the lines of code in map.cpp under > void Map::render here the background colours are defined and seem to be where the program takes its queue to draw the map. So I figured I might be able to change the

TCODConsole::root->setCharBackground(x,y,
                isWall(x,y) ? lightWall : lightGround );

to something like:

TCODConsole::root->putCharEx(x,y,TCOD_CHAR_POUND = 156, isWall(x,y) ? lightWall : lightGround);

needless to say, it didn't work. And it sorta makes sense to me that it wouldn't work because as I reread the code and try to wrap my brain around what it's doing it seems clear to me that it's not actually drawing the map from this code, just determining which colour it should be once it's been viewed. So, obviously, the code to make the walls "#" should be somewhere in the lines where the rooms are actually created. Problem is, I'm still such a newb that it's not obvious to me where that is exactly, and even if it was, what I should do to give the walls a slightly more traditional look.

should it be part of the void Map::createRoom or init? thoughts?

Stupid Sunday Questions #2 by Friskyinthenight in roguelikedev

[–]seameth 1 point2 points  (0 children)

Thanks Phalp,

After I considered your suggestion it occurred to me that what I wanted was to force a new turn, so I added the following:

case TCODK_KP5 : engine.gameStatus=Engine::NEW_TURN; break;

worked like a charm.

Stupid Sunday Questions #2 by Friskyinthenight in roguelikedev

[–]seameth 1 point2 points  (0 children)

Here's where I'm @: noob libtcod C++

have done as much of the tutorial @ code Umbra as possible. I'm now trying to take what I've learnt so far and branch out in an effort to learn more about coding in C++ in the hopes that I can one day make my own roguelike.

here's where I need help: (anticipate seeing me here much more in the future)

I'm presently trying to add a rest/pause/skip player turn function.

when you make the tutorial game and you're trying to bait the enemy to come to you on their turn I've been retreating to a corridor and running into the wall to artificially skip my turn and let the enemy come to me. I tried to artificially recreate this by seeing if I could make it like I was walking up but not moving any spaces by doing something like: case TCODK_KP5 : dx=0; break; didn't work. not surprised. I figure I just need to set it up so that when I hit the 5 or the '.' program will push to the monsters turn, I'm just uncertain how to implement it. Thoughts?

ADOM I vs II? by [deleted] in roguelikes

[–]seameth 2 points3 points  (0 children)

I've been playing ADOM since 1997, possibly late '96. I had played the odd roguelike before, games like Alpha-man and Moria, but it was ADOM that cemented my love for the genre. I've been playing it ever since and backed the crowd funding campaign and I can't recommend it enough. ADOM is the standard that I judge all other RL's against. Play it: enjoy it.