Ironvein Wrote:Aha, recreated the bug. Change Step 5 of the previous process.
5) Buy a monster (from the visually old list); List changes to new list but cloned bug included.
Ironvein Wrote:I think the easiest way to fix this is just to comment out or remove the code that changes the store stock after you sell a monster, it is unnecessary given the way the stock naturally changes over time, coupled with the restock button.
WonderGamer Wrote:Ironvein Wrote:I think the easiest way to fix this is just to comment out or remove the code that changes the store stock after you sell a monster, it is unnecessary given the way the stock naturally changes over time, coupled with the restock button.
I honestly can't say I'm surprised that's your best solution, given you don't like the restocking after selling a monster. I think the easiest solution would be to just force an UI refresh after the data changed; he did it with the breeding screen before he changed the interface, why not here.
Ironvein Wrote:Aha, recreated the bug. Change Step 5 of the previous process.
5) Buy a monster (from the visually old list); List changes to new list but cloned bug included.
I think the easiest way to fix this is just to comment out or remove the code that changes the store stock after you sell a monster, it is unnecessary given the way the stock naturally changes over time, coupled with the restock button.
DashBoard Wrote:As such, the only means by which the store "changes naturally over time" is tied to the breeding and keeping of new monsters.
If anything, I'd suggest replacing the restock upon selling a monster plus the restock upon keeping a newly bred monster with a restock every 10 days or so.
Ironvein Wrote:Now who's be judgemental? I don't like the store refresh with client sell because it is an unnatural relationship within the metadata. The relationship within the game is: Store provides the 'pieces' that you need to make the 'products' the clients wants. The store and client relationship goes through the player. Adding extra relationships, just complicates code down the line. It isn't a big deal at this point as it really should be a single line of code added or removed depending on which direction HBomb takes it, but it's bad coding practice to do so. The UI refresh SHOULD have already fixed this, but it seems he only applied it to pens, causing this unexpected but similar error to manifest. HBomb needs to consider his metadata more thoroughly before he gets the code too complicated to fix.
bmn Wrote:What in the fuck are you talking about?
Ironvein Wrote:bmn Wrote:What in the fuck are you talking about?
Programming thing. Not really important if you are just a player. If you are a programmer, you should know what metadata is already.
bmn Wrote:Ironvein Wrote:bmn Wrote:What in the fuck are you talking about?
Programming thing. Not really important if you are just a player. If you are a programmer, you should know what metadata is already.
I have an AS in Computer Science and your entire post is complete nonsense.
Ironvein Wrote:Spoiler (click to show/hide):
Ironvein Wrote:Then you didn't get your money's worth. My BS in Information Technology trumps.
Ironvein Wrote:You may know some programming languages with your AS, but they rarely teach you HOW to code at that level. There is a difference.
If you have a better idea, let's hear it instead of being simply a nay-sayer.
Justapuppet Wrote:Ironvein Wrote:Spoiler (click to show/hide):
I think it was just the post was hard to follow, even apart from terminology. Talking about relationships in the game, then about some UI refresh, then something or other.... It definitely sounded more esoteric than helpful.
Anyways, really I think that's more of an issue of higher-level design than programming practice. The code can be perfect but it's the weirdness in the way it works that would cause problems. If we better understood the rationale behind these relationships we could probably sort out whether or not it really is bad design, too, but I don't think we've heard anything in a while.
Grey Wrote:Hello! I'd like to donate to this project but the link is down. Any news when that'll be an option again?
Thanks!
Ironvein Wrote:bmn Wrote:I have an AS in Computer Science and your entire post is complete nonsense.
Then you didn't get your money's worth. My BS in Information Technology trumps.
Metadata is in simplest terms: data about data; usually in reference to databases, but it also refers in OOP to how the objects SHOULD interact with each other. Ideally, if this program was diagramed, there would not be any circular references.
Where in this case you have this:
Store (resource pool) -> Player (buying and selling monsters) -> Client (sold to clients) -> Store (resets stock on sale)
This is a circular reference and a bad programming practice. Yes, it CAN be done; but it's not a good idea to do it as it leads to more bugs and more places for them to hide. This is all planned on an abstract level before code is even written, to save time when you actually write code.
You may know some programming languages with your AS, but they rarely teach you HOW to code at that level. There is a difference.
Besides, it's not a big deal yet (get a grip). This bug is probably just a carryover from before the restock button was even implemented and he needed a way to change the stock.
Believe me or no, I don't really care; I'm just trying to help Hbomb with his game and maybe give him some ways to code more methodically. If you have a better idea, let's hear it instead of being simply a nay-sayer.
domevlo Wrote:Ironvein Wrote:bmn Wrote:-snip-
-snarp-
-major snippage-
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