***michel_mno_afk is now known as michel_mno
<amz3>héllo gals and guys, I've put together a mini-game using sly game engine <amz3>I was going to say, that maybe you would be more willing to try if you had glimpse of it <amz3>the answer my friends... is I am working on it <amz3>the sprites are pretty minimalist, I was working on doing animations <amz3>I means sprites == plain squares <amz3>it's clone of magical drop, you have to align vertically at least three square of the same color to make them disappear <amz3>all arrows do something, left right to navigate, and up down to fetch pull squares <amz3>you can only pull sqaure of the same color (or push everything and pull the new color) <amz3>it lakes some animations but it playable <amz3>it makes learning guile way of programming easier than hacking randomly ***michel_mno is now known as michel_mno_afk
<ArneBab>amz3: I got “ You need to sign in before continuing. ” <ArneBab>I hadn’t expected such a big use-modules block :) <amz3>mainly sprite thing must removed <amz3>I'm using a basic mesh (make-square) instead of an image <amz3>the idea, is that you only need squaredrop.scm and sly nothing else... <amz3>but this won't last long, except if I draw the assets programmatically <davexunit>ArneBab, amz3: on sly master, you can simply import (sly) to get most things <davexunit>I've made enough example programs to know which modules are required to do anything useful <davexunit>so the sly module re-exports all of those symbols <davexunit>amz3: I took a look at your code and noticed a problem. <davexunit>but the <player> record has a timer field that is also a signal <davexunit>none of your game state objects should include a signals <davexunit>signals sit a layer above them to tie everything together and make the simulation work. <amz3>then I'm not sure how to animate "push square" because <position> is just a tween lambda which takes (signal-timer) <amz3>everytime I need to know the position of a square I do (position-tween position (position-timer position)) <davexunit>you animation function is a square -> square function <davexunit>the way to think about things is: how can I model the state of the game at any given point *without* signals <davexunit>and then use signals to actually enable the transformation over time so that you have a playable game. <amz3>I knew in myself I was wrong, I did it nonetheless, that me, a sinner <davexunit>I did the same thing when I was still wrapping my head around this concept <amz3>it makes sens, that signals are not part of the state, they "react" to signals it's not part of them <amz3>stis: I did not had time to test guile-log, but for sure I'd come to that one day :)