social.solarpunk.au

social.solarpunk.au

Map editor explainer part 2 ! Things begin to get crazy. .

https://screwlisp.small-web.org/lispgames/nicclim-alpha-part-ii-lambdas/

Here I focus on writing normal lisp lambdas, and pasting them into the active map. Part 3 will be about picking up the lambdas and walking around the map, using them (i.e. to effect hextille game of life).

I look forward to your thoughts. We are in strange waters.

The lisp alien from unix_surrealism. Note that its nose, arm and the back of its many-eyed head coincidentally form a lambda. a 32x32 pixel image with messy transparent background. The NicCLIM map editor (i.e. an application-frame window). The graphicalised actual map is just barely visible in the top left of the bottom pain, and there are pretty-printed lambda cells (boxes with a black border) jutting off the edge of the last row of the map visible elsewhere. The text of one of the lambdas can be seen pasted into the McCLIM interactor shell. Lightfield. NicCLIM game map. With a McCLIM interactor at the top where COM-MAP-LAYOUT is the last Command:, and the wonky hextille map grid is visible in the bottom pane. Empty blue and green tiles for the most part, but a hextille game of life looping triangle is visible as pink-red and yellow LIFE scribbled over the blue-and-green empty background graphical tiles. There are black boxes around the tiles. A lambda is visible in the bottom right; but instead of the word lambda, the lisp alien (un/coincidentally forming a lambda character) is behind the pretty printed lambda definition. Default view of a couple new bitesized lambdas added jaggedly to the bottom right corner of the NicCLIM game map. The CLIM command interactor here is busy with lots of Command aborted, Add row, rem row, add cell, set cur1 (lambda (x) (cond .. stuff happening. Other information is visible.

@screwlisp looks like something i would play!!

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@screwlisp will you avoid OpenGL all the way to the end?

@iacore I'm not addressing myself to hardware accelerated graphics programming here. Out of interest, symbolics' CLIM 2 manual does explicitly address the connection of the common lisp interface manager to opengl programming right at the front. I am kind of hoping @kasper and/or @notptr figure this out for me though ;p

@screwlisp I meant to ask, do indie gamedevs have to worry about industrial espionage as say Naughty Dog or Squaresoft?

It seems like the overall value in a text adventure would be way less, unless its an odd kind of text of adventure.

Industrial Espionage? Of what? Xyzzy?

CC: @screwlisp@gamerplus.org

@awkravchuk @mdhughes

sorry for punting the question. In your experience, is there any meaning to people nefariously stealing games from you?

From my perspective if someone got some authentic lisp knowledge from me, and started distributing it, I could basically take a holiday. Maybe misrepresenting authorship of code could be actively bad.

@cy @lwflouisa

@awkravchuk @screwlisp @cy @lwflouisa There is piracy when you publish, I knew of Chinese & Russian copies of some of my commercial games, dunno if it was just "warez" or getting around Great Firewall.

In dev, you do sometimes get knockoffs but not often. A text adventure is hard to write, easy to steal the text of, but why? There's no money in it, and it's so personal a work. Graphics can be "worth" copying, but that's mostly from big guys like Nintendo, Sony, or SquEnix.

@mdhughes @awkravchuk @screwlisp @cy I think at the time I was experimenting with improving the enemy UI for a specific hybrid genre.

( I started out in the modding world creating mods for minetest, but recently shifted to text adventures. The gauntlet game is based on a minetest mod creating biomes that roughly simulate an alien invasion. )